the bees thing was a joke and you took a laugh at it, but then decided to ignore everything else.
Just because I didn't grace them with a response does not mean i didn't look at them or consider them. If you want my thoughts, here they are.
Build variety is about what is was in DAIMP when you look at terms of what you see people using. You would always see the same builds over and over, because most were not viable on higher difficulties, which is a shame. If we are looking at ability options in your build, then yes, this is severely lacking in comparison to DAIMP, but again, most builds were just not viable at high difficulties, so I mostly just saw cookie-cutters anyway. You also brought up the point of only bringing 3 abilities into battle instead of 4, which I'm going to lump in here. Taking only three abilities into battle doesn't bother me. It would be great if we had more abilities to chose from for each character like we did in DAIMP. I disagree with "Only 3 instead of 4", but fully agree with "Only 3 to chose from instead of 8".
Most of the passives in DAIMP were pretty boring or lackluster, or just plain broken (I'm looking at you BMTW). I can't really name the plethora of pointless passives off the top of my head because I never used them, or just mindlessly bought them because they were required to fill out my build's tree.
Weapon customization was pretty basic in DAIMP too, the only difference being that you had to craft the attachments. If you were going for weapon variety, then I will give you this point, because technically DAIMP had a wide variety of weapons that did cool things. Sadly, tying ability damage to base weapon damage meant that only the strongest weapons were viable, regardless of how amazing a weaker weapons ability was, and the addition of +100% crit damage bonus far outstripped everything else.
Gear customization in the case of two ring slots, an amulet, and a belt was for superior to one slot with a handful of equipment items. An absolutely valid point.
Camping a spot from beginning to end was a huge problem in DAIMP until they closed off the font room on zone 5. Other zones basically turn into "run to the end and stay there until all the trickle spawns stop". Moving and kiting in MEAMP is perfectly viable and common. It sounds like your own preferred playstyle (or that of those you play with) is the issue on the camping complaint.
Combos are pretty flimsy as of yet, but at least they are simpler to do and actually encourage more teamplay in this game. Some of the combos in DAIMP were prohibitively difficult to set up (e.g. nightmare).
Status effects suck. OK. There needs to be more variety.
There is no boss at the end of wave 7, but the bosses would get old. Oh look, the boss teleported to me and knocked me over. Now it is immediately teleporting away and hitting me with an unavoidable panic that lasts WAY TO LONG! Or one boss that basically spams energy barrage and puts up an overpowered barrier. Not all that fun IMHO. I would rather have some mini-boss heavy units, like a Destroyer or Ascendant.
I like mid-wave objectives. They break up the action and challenge you to focus play to areas of the map you might not normally go or try to hold. With the exception of devices. Those
are cancer.
Less teamwork? I feel like this game has more potential for teamwork than DAIMP classes did. I guess this is a matter of perspective and what classes you play. Some certainly have less teamplay involved (Soldiers, Infiltrators), whereas others have significantly more (most Adepts, Insurgent, Huntress, etc).
Less consumable to use in game, but lets be honest, most were trash(e.g. grenades), and others (like resistance potions) didn't really add interesting gameplay. Now we have boosts. Looks like a lateral shift if you ask me.
No crafting? Thank the Maker! It was not interesting in DAIMP. It's crafting options were superficial. I would have been cool to collect crafting materials from defeating certain factions, with varying degrees of rarity for the difficulty, then use those to craft unique and interesting items, but all we got was boring weapon attachments.
You already know how I feel about the RNG. And we all know that what I think is the undeniably correct opinion to have, hands down.
Passives on equipment would be fantastic to have. That's one thing DAIMP did better than MEMP. The only issue with the equipment with cool passives in DAIMP was that most of it was useless because it was low level. 100% agree with you on this point.
Sure, I was being facetious about the bees, but truthfully I kind of liked them even if they did fall into the category of pointless consumables.
No in game prompts or emotes or whatever you want to call them doesn't bother me none. Then again, I use a mic and usually play with friends, so I guess this could be a sticking point for people who PUG or don't use voice communications.
Banter was fun for a few weeks but then got stale, and some of the voice actors were annoying. Why did they have to use the same guy for the Avvar as they did for the Arcane Warrior? WHY GODDAMMIT!!!!!!!
There, now you have my unwanted opinion. Deal with it.
TL/DR: Build variety options, gear customization, and equipment passives are lacking in comparison to DAIMP. Yes, there is validity, but most of the rest, in my opinion, was bullshit.