Tbh, and I may take some flak for this, I very much enjoyed the accessibility in DE: HR. I don't think it was as bad as DA: 2's "awesome button," but it did make the game simple to pick up and play.
I actually enjoyed the atmosphere for the most part, as it was hyper-reminiscent of Blade Runner, and due to lack of new Blade Runner material out there, I took to the setting quite well. That being said, if they make another DE, I'd want a bigger, less linear world and a little more open exploration, etc.
I do agree that having proper dialogue options to find your way around certain problems would add a new element to the difficulties you face, but I don't think not having it for the boss battles was that big of a deal.
I also REALLY enjoyed the soundtrack and listen to certain tracks pretty often. The big thing for me is how immersive an experience is, not how much it clings to everyone's ideas of how it should be more true to the first game.
For me, personally, there really wasn't an immersion breaking moment for me. I do think some of the side missions had a little more depth than simple fetch quests, but at least they attempted to add a little flavor and variety to them.
All in all, sure, Human Revolution may have a few things that make it meme-worthy, such as the repetitive "I NEVER ASKED FOR THIS" jargon, but I don't regret the experience of playing it. In fact, I very much enjoyed it despite its "issues."
I am with you on your take.
DE:HR was exactly as hard as you wanted it to be. I instantly saw the achievements "play through while never being detected" and "Kill no one except bosses" and decided that that was how I'd play. That made the game way harder. But of course, it became optionally hard.
DE:HR is my favorite kind of game, literally letting the player choose their own difficulty and dropping subtle hints about optional challenge.
As for the anti-military sentiment, that's a real human touch put on Jensen's character, not a over-arching moralistic statement (there were others). It's the kind of thing that makes us believe he's real, the same as finding that big macho tough guy you know rolls around on the floor to play with his 3 year old nieces and nephews. Real people have opinions about things, there was a plot point about the military and it made sense for Jensen to care about it one way or another. The anti-military stance actually made him interesting as he was basically the ideal soldier due to his augs.
4: Putting aside the issues of how the boss battles don't fit the gameplay, they are also narrative blocks. Even if the player was doing a nonlethal playthrough of the game, there is an assumption that the player was intending to kill these characters.
Boss battle solution: throw 6 frag mines, it's over in less than 10 seconds. Pretend it didn't happen.
This works for every boss until the last one.