Hah! Anyday I get compared to Revolver Ocelot is a good day lol. I reload any chance I get in games that have guns. When I play Halo or CoD, if I clear a room and kill two guys lets say my magazine holds 32 rounds and I only use 6, I will still reload right after that encounter. I'll reload a gun even if I only use a single bullet to get rid of somebody. I do that all the time in Splinter Cell and Crysis 2 because I'll use stealth and a supressor, sneak up on enemies, and plug one right in their head, reload and move on.
I understand the point you made about not having to be super accurate to succeed. I like having a shooter be a nice balance of accuracy, auto-aim, and magnetism and I have good examples of when both work well. A perfect example of a game that goes badly and demands perfect accuracy are the pre-Conviction Splinter Cells because there was no auto-aim, no magnetism, and you literally had to put the cross-hair right on the pixels where the enemy's head was. Conviction solved those problems and was a ton of shooting fun while still having all the stealth elements. The aiming and gunplay in early Splinter Cells was so bad that it was as if it was an in-joke. Like Ubisoft was nudging you and saying, "Hey you might want to go stealth in this game kid. You could start shooting, buuuuuuuut it'll suck, for you." It worked out for me because the only way I play those games is slow, sneaky, and neck-breaky, but for the people who wanted to shoot stuff, they were in for an awful experience.
When the balance of auto-aiming, magnetism, stick sensitivity, bloom, hitboxes, and everything else goes well you end up with the Halos and CoD's of the world. The auto-aiming is useful because it'll help the player focus more on movement and strategy as opposed to just standing there trying to aim perfectly. Auto-aiming is most obvious in CoD because at the beginning of Modern Warfare 2 for example, they blatantly train you on auto-aiming when you're at the firing range. Magnetism is something that's obvious in Halo. Magnetism defines and outlines how far a bullet will "bend" in order to hit an enemy. Bullets and projectiles do not necessarily travel in a straight path; they will curve very slightly in order to hit a target. Different projectiles will experience different curvatures.
In ME1 when I was in the codex reading how the guns worked it made enough sense and wasn't a big deal, but once I was out in the field using the guns it wasn't as fun. Not just because the movement was weird and the cover system shoddy, but also because the guns didn't feel weighty, sound powerful, and they became more like the phasers from Star Trek. I love Star Trek but I don't want my guns to become completely efficient and clean like phasers are in Star Trek. The crew in Trek just whip them out, point, get rid of something, don't have to worry about reloading, and firefights (if you can call them that) are about as exciting and loud as playing tag with laser pointers.
In ME1 the shooting was just like a quick, "Pew Pew Pew!" and then there was some beeping when the gun overheated. I'd be happier if it was "Pow Pow Pow!" and then I had to slip behind cover, pop the mag out, slap a new one in, and hear the clicks. Honestly the heat sinks in ME2 make absolutely no sense to me. I knew how the ME1 guns worked, it was futurisitc, the description made sense. In ME2 the heat sinks don't make sense at all, but it's a lot more fun for me to reload and have some hallmarks of current projectile tech as opposed to the futuristic, clean, efficient, pew pew pews and beeps of ME1.
You're right about the team mates using their aggressive powers pretty well on their own in ME2. Sometimes it didn't work out well, but the majority of the time I didn't have to yell at them. Since I come from a stronger shooter background, the way they stripped away all the powers was something I was able to adapt to quickly because I've been accustomed to getting stuck in shitty situations with just guns and movement in my shooters, so in ME2 I just shot my way out. However it was still jarring, because even though I was able to adapt to it, it still limited the capacity of the group I felt. The way I noticed it first was when you are about to go groundside and you're picking your squad they bring you to that squad select screen and under each team member it shows the skills they have. The freaking list is only like 4 or 5 items long lol. It's like "Warp, Lift, Incendiary Ammo, Disruptor Ammo". I thought that was weird, because it let me know right away that each character could only do so much.
In ME1 there was a list and if I wanted Tali to be better at Encryption I would ignore Hacking and invest points in Encryption for her, while I invested points in Wrex's Warp and ignored Lift. In ME2 each character only has a couple set main skills and then maybe an ammo power or grenade power. You don't have the option to invest in Warp while ignoring Overload, Lift, Singularity, etc. Your only option is to strengthen the couple skills you have. If I started a new Shep in ME2 and wanted to be a mix of combat and biotics, I don't even know what skills would be available to me and if it would be worth it to try.
On a completely different note, did you ever use the M-920 Cain? I bought it the first chance I got, saved ammo for it all the time, and used it throughout the game whenever I got in a pickle that the SMG couldn't deal with. I'd run into a couple heavy mechs or a room full of the giant white Geth Prime and I'd whip out the portable nuke gun (M-920 Cain), charge it up, and when it fired the screen would flash, everything would vaporize, and all that would be left was silence and a small mushroom cloud. That was one of my favorite things in the world because it looks like a gun Duke Nukem would use (because it has the yellow nuke symbol) and sometimes I'd find myself dying and in a situation where I needed to be saved, all that saved Cain ammo would come in handy, and the Cain would get me through in the brightest and most destructive way.