WC1:
1. Random asteroid collisions, sometimes it feels that an asteroid is "hunting" you.
SM1:
1. Espionage missions would add to the game. Maybe setting up a secret automated listening post.
SM2:
1. The strictly linear plot of SM1 doesn't make sense here. In SM1 you are behind enemy lines and thus there are really few alternatives with odds being against you (e.g. incorrect maps, no support, everyone being tense), so you can't fail. In SM2 despite overwhelming odds you are in Confederation space -even a newly joined one.
WC2:
1. Very depressing story - same goes for SO1 and SO2.
2. Feels as if your victories do not really count (in sharp contrast to the WC1 cutscenes) although you are in a larger and more powerful carrier group, which probably is sent to decisive battles.
3. Blair looks like he is in his 50s and he is always very grumpy (granted, life is not easy when everyone thinks you are a traitor).
4. Seems like inadvertedly a second, non-playable protagonist is created --you guessed it, hey Admiral Tolwyn, Tolwyn, Tol. Even at this thread people talk more about Tolwyn than Blair ;-)
5. I don't understand why the Confederation replaced Hornets with Epees.
6. The graphics, mainly for ships, are based on colder shades. The warm ones of WC1 added value to gameplay and immersion.
7. Stingray.
8. Not cool wingmen like WC1. Most of them gave a sense of being prima donnas or divas.
WC3:
1. Somehow I always had the impression that Eisen is manipulating and hiding things from Blair even though they are supposed to work closely and trust each other.
2. Blair has clearly a relaxed command style (that's totally fine) but its seems everyone is taking advantage of it for their own purposes.
3. The fact that Maniac is in a certain sense your only true friend as at least he lets you know where he stands, even for the wrong reasons.
4. Tolwyn is a much different person (probably because of the course of the war, but still he makes you wonder whether he was like this all along).
5. Victory doesn't have Dekker to command her marines
6. You can see the romance with either Rachel or Flint coming from very early in the game.
7. Not cool wingmen like WC1.
WC4:
1. Feels like a typical action movie from the mid 90s. All the necessary tropes are here: A secret organization (check) with a genocidal goal (check) which has a superweapon* (check) as well as inside information and guidance (check). Playing Mark Dacascos (check), Robert Rusler (check), Chris Mulkay (check), and 90s hair styles (Barbara Miles, Dr. Tuesday Brody -check). So this makes it somewhat less classic and timeless than the preceding games.
* Probably reflecting the fear of the 90s of what will happen with the nukes of the former USSR.
2. That feeling that Eisen is hiding something is confirmed. Why did he choose Maniac over Blair to fly his shuttle? When did Eisen and Maniac become close friends? Maniac seems to know what is going on --and he didn't let Blair know. And what kind of excuse says Eisen that Blair had to decide for himself? Even worse Vagabond essentially decides during the pursuit and Blair follows along. Also if Eisen is the "Navy's boy with a *few* friends in high places" why is he commanding the Victory?
3. The missions if Blair chooses not to defect the first time aren't that interesting (e.g. a first "accidental" clash with Seether).
4. The fission cannon.
5. Catscratch.
6. Not coo .. do I have to say it again?
Privateer + RF:
I find nothing wrong, they are close to the spirit of WC1.
Privateer 2:
1. Just not sure how it fits with the general WC universe.
These being said, I am a really big fan of the games.