- Dull fetch quests that at best lead to reskinned enemies (Tonberry and Behemoth are exceptions) to fight with mostly useless rewards that you can just buy or find later.
- Dull loot that's never worthwhile, except for purple chests which contain weapons, of which there are only 6 per character. The steal table is also ass. Enemies only have regular Potions, Antidotes, Ethers and so on with only a handful of exceptions, all of which are bosses. Only one enemy in the entire game has something unique to steal, and that's Aerith's Bladed Staff from Elligor.
- Almost no materia variation. It's just basic elemental magic and a bunch of passives that affect ATB or decrease damage taken while blocking and so on. Enemy Skill is a token materia with only 4 skills that are completely useless. There's Wind materia, but no Earth or Gravity. There's only a handful of summons and they've shown almost all of them in trailers while some are pre-order DLC.
- No reason to use anything other than level 1 spells because the increased MP cost and cast time isn't worth it, especially on Hard Mode where MP doesn't recover and you can't use items. Very little difference in damage, and Curaga is only worth using when you have Magnify/All set.
- Useless items. You get 3k+ health early in the game and a Mega Potion heals 1.5k at most. You also can't use them rapidly from the menu outside of combat. You have to manually select and use one over and over until you have full health and it boots you from the menu with each use.
- All bosses are damage sponges. Hundred Gunner/Arsenal and Air Buster took me 10 minutes to put down on Normal difficulty, and it wasn't hard, just tedious.
- Mind numbing arena matches that are repeated for each playable character with identical encounters. The only worthwhile rewards are level 2 limit breaks.
- Completely worthless weapon upgrade system that encourages you to just set it to auto because you don't need anything other than flat damage upgrades.
- Summon and limit break system flat out sucks. You barely ever get to use either. The limit gauge isn't stored between fights, so it starts over again each time and almost never fully charges unless you use accessories that make it charge via MP or ATB use. You can also take damage during the windup animation. I've had Cloud die right before using Ascension/Climhazzard multiple times. Better yet, Aerith during Planet's Protector. Not only do you not get to use your limit break, but you also drain the gauge completely. Massive game design flaw. The summons are also worthless because they just stand around doing nothing unless you spend your own ATB on their attacks, which mostly suck and are about as powerful as a level 2 spell. Their one use is waiting for the summon bar to drain completely so they use their limit break, which is also underwhelming and barely more powerful than a level 3 spell.
- Some OST misfires. The OST does have many versions of each track playing during different situations, but some of them are just bad and would make Uematsu cry, especially the Oppressed People playing outside of Wall Market. The OST is mostly well done. Air Buster's version of Those Who Fight Further is probably the best version ever recorded.
- Lots of slow world interactions and animations. God help you if you want to move up a ladder or shimmy along a wall. It takes forever and has lots of awkward movement quirks that could use polish.
- Absurd loading times. There's a pullup minigame at the end of Wall Market that has 40 second rounds at the highest difficulty, and if you mess up once you have no hope of winning. If you select give up it takes longer than the round itself to load the world state so you essentially have to pick your poison. Should've had a retry option.
- The slums are very bland and lost most of the soul the original had. I like Wall Market because it reminds me of Yakuza, but the original's still better.