mqstout: 2: Long games with significant missable content. I don't have time to replay your long game. [Note, this doesn't apply to significant CHOICES in story direction/character development/class selection.]
dtgreene: I would say, however, that this does apply to missable stats; if a game gives you stat boosts for having items (or other things) equipped at the time of level up, has a level cap (even if it's much higher than the expected endgame level), and does not have another way to permanently raise stats or a way to reset a character's level, then that's a problem.
Well, it's something I really have come to hate about JRPGs, but I guess that speaks to what you said about them in that other thread anyway. I can live with missing out on things in a good WRPG, like Arcanum, Fallout 1+2, Gothic, etc. but in JRPGs missing stuff just gives me a sense of incompleteness, rather than a unique path.
The level of optimization you can do in the PSX Final Fantasy games for example is just ridiculous, like guides on how to keep anyone but the main char on level 1 in FF9 so you can max stats with equipment bonus on level up later... related to the level-scaling stuff, it's also a reason I can't get back to FF8, knowing that the easiest way to play it is just to never level up.
FF12 was instantly dead to me when I found out that you spoil the best equipment by opening some random chest in the beginning, or that drops are randomized but depend on some internal cycle of the PS2 you can figure out.
Actually, put that on the list:
randomization mechanics that give you a random but gameable outcome are a no-go for me (like rolling a dice on level up on how much HP you permanently get, which borderline forces you into save scumming, unless you are diehard into some purist RPG experience, although FF12 is worse, because you know how to get the best outcome but it is comically tedious).
Guess FF10 did slightly better, because you could still optimize that sphero-board (?) in the end, if you felt like it.
On the topic otherwise: I absolutely hate respawning/infinite enemies in shooters. There always should be a finite number of enemies which you either kill or don't, but never just more enemies till you leave an area (with the rare except of some sort of special mission set up, where you get swarmed till you run or so).