The citadel maps being just screenshots without any interaction. The level design being forced by an elevator instead of continuous movement. Side missions that would bug out if not done immediately. Lack of direction on where to go for side missions which was previously done in ME1 and 2....
Could you unpack, like, all of this? I legitimately don't know what you're talking about on any of these points (with one possible exception). Not trying to be a jerk; I seriously do not understand what you mean here.The one exception is the side missions. These were meant to be accomplished within a certain amount of time after receiving them. For example, if you've been told that Grissom Academy is under attack, then you're expected to do something about it within a reasonable amount of time (I think within 4 or 5 missions?). If you don't complete the mission, it's not a bug; there are consequences (in the Grissom Academy example, Jack gets turned into a reaper and you have to fight her).
Bugged mission: The Hanar Diplomat had a well known bug. If you accepted the mission from the Spectre console, you had to begin that mission before you left the embassies via the elevator or else you would never be able to complete it.
Hanar Diplomat BugMission Journal: For ME1 and ME2, the mission journal updated for every leg of a mission you did. If you needed to go to another place after finishing part of the mission, it told you where to go and what you had to do. ME3 journal just tells you the mission name and the general details. You are left trying to figure out where to go and what to do on your own. For a good half or more of the side quests, I needed to goto the internet just to see what to do. It turns out a lot of the missions didn't become available until after certain main story plots occurred but they were in my journal nonetheless. If this was there first go at it, it could just be considered annoying but since they had it perfected in the 2 previous games, how did they manage to mess up something so simple?
Level Design: ME1 citadel is one continuous map. You can walk to any section from any other section without a loading screen. You also have the option of taking a taxi to get places faster than walking but the option was there. Same for the most part with Omega in ME2. In ME3, we are penned into these controlled areas where we can't go anywhere except the elevator to escape. There are preset rooms we can goto from the magic elevator that takes us to all of them. Just an annoying lack of realism in an rpg game for me.
Level maps: ME1 and ME2 do a very good job providing you with detailed maps of the area you are walking through whether it be on missions or more importantly, when your not on missions. Navigating the mean streets of Omega while trying to find a certain store or person can be daunting. The map helps immensely by show exactly where certain things can be found. In ME3, we are provided with a static screenshot with numbers in a general area where you may find what you are looking for. The people or things you need are not always right where that number is on the map. Plus you have to look at the legend to see what that number corresponds to.
Again these may seem like minor annoyances but when ME1 and ME2 already did them better, why did ME3 backtrack? Only explanation I have is that they were rushed.
ETA: And Jack doesn't get turned into a Reaper. She gets turned into a phantom by Cerberus.