From the start of ME2 you knew right away that it was a shooter. Why? Thermal clips. That just screams shooter. I preferred the old ME1 mechanic because it was different but if the kiddies like fast shooters then what can we do. So I think we all agree that ME2 has way more elements of a shooter game than a rpg ... or does it?
I'm sure on one end of the spectrum, players would want to do away with goofy rpg elements like the paragon/renegade choices or dialogue choices. And if you didn't notice these are also being streamlined for faster play via the interrupt system. I could envision a game where dialogue is totally interrupt driven. It would be fast for the kiddies but frustrating for the adults, but it would be something new. Or perhaps do away with other "pointless" gameplay like collecting model ships for your cabin or fish feeding or the "pointless" interview with that reporter at the Citidal, etc... Hell I even read a post where a guy was disappointed because Thane's loyalty mission did not involve killing anyone. Both Thane and Samara's loyalty mission are rpg elements. They exist to add depth, dimension, story and interest in the ME universe. Otherwise you might has well play Pong or Tetris.
So it's important to keep one thing in mind. In my humble opinion, this game is all about the experience...on the FIRST playthrough. It plays like a 40+ hour movie that you are in. You are making choices and you are acting out a romantic adventure through your avatar. Space. Space ships. Explosions. Lasers. Biotics. Aliens. ******. Ass. Adventure. How much more escapist could it get.

Gatsby, I think for you and others the illusion has far since worn out. Oz has been revealed. I'm sure at this point, you like me and many others would rather skip the dialogue and cutscenes and the resource gathering and get straight to the business of testing our ... kill skills. So that being said...
1) Bioware needs to add a Danger Room to the Normandy or some spaceport. I'm not going to explain. You either know what it is or don't.
2) Addition of the Danger Room does several things:
a) provides replay value for people that don't want the story driven 'rpg' elements to get in the way of doing Business because they're on their umpteeth million playthrough.

it is a much better business model for DLC - although they all ready have a handle for "Danger Room" via planetary explorations. Ahem - a X$ monthly subsrciption to receive "Danger Room" scenarios on a monthly basis just screams mad company profits
c) provides another conduit to add more depth to the ME universe - who wouldnt like to enter the Danger Room with EDI manifested as a blonde bombshell AI squadmate
In short, I think changing the game play mechanics to be more shooter like for all classes would detract from the expansiveness that this game has got going for it.
Why not take a simpler route and make shooting guns less powerful. Slap a slider on it and set it too normal and if the kiddies think it's too hard they can slide the slider to easy and then get more bang out of their shots. Or for the manly men if they feel it's too easy they can adjust so that they - ahem - they have to use their squadmates and the tactics of the far better classes: engineer, sentinel, adept. After all thats where the real game is, tactics & strategy > skill, always.