Before I get into this I have to say this: why the fuck do people keep saying mobility is improved in infinite? Jack's movement speed in Bio1 is faster than booker's /running speed/ in infinite. Subject Delta with the speed upgrade moves much, much faster than booker, too. Where in the hell is this revisionist history bullshit coming from?
It's not "revisionist history bullshit." Sky-lines and sky-hooks make moving around faster than either BioShock 1 or 2. There's also sprint.
Combat is very much improved. The gunplay is so much better than anything in BioShock 1 or 2, and as I keep saying, Infinite is more like Halo than Call of Duty. You basically re-typed everything here you said in there, so I'll take it one by one.
One thing I can say about Infinite is that it avoided that bad design of becoming too powerful by the end of the game, as in BioShock 1 and 2. I was on my toes throughout the entire game.
2. The "area" style design is part of the reason the combat is so bad in this game. When 90% of the enemies in the game are using hitscan based weaponry (there's a pretty important reason basically every enemy in classic, arena style FPS games used ballistic projectiles you could avoid via strafing), the game has no damage area indication at all, and the game's health system is as haphazardly implemented as it is you are constantly taking damage from all angles and a lot of the times have no real idea where in the hell it is coming from. When all thrown together this creates an incredibly unbalanced and not even really functional system that kinda stumbles from fight to fight as you play through the game. Which leads me to...
The arena combat is part of what makes the combat in this game so great. There are so many ways of tackling the combat spaces that I usually find new ways only after I'm done with the area. I see your point on hitscan weapons, and normally I'd agree, but the enemies are pretty balanced out by not being insanely accurate (except for maybe the snipers), and you can easily avoid their weapons fire by utilizing tears, sky-hooks, and sky-lines. Besides, given how fast you can move in this game with skyhooks and skyrails, I'm not sure the enemies would able to hit you ever with ballistic projectiles.
If you're taking damage from all angles, you're putting yourself out in the open when you haven't eliminated enough of the enemy. Besides, for all your railing against hit-scan weaponry, BioShock 1 and 2 had it (or close enough). And due to the cramped hallways and how slow you moved in those two games, it was
extremely hard to avoid bullet fire from Splicers. It's essentially the same problem with different causes. There was no strafing in BioShock 1 or 2. It was impossible; the corridors were so cramped.
3. The health system and salt replenishment system. Good god I don't think they could have made a worse system if they tried here. They remove on command health/salt packs in favor for health-packs, which I'll get to in a min, and dice-rolls to justify Elizabeth (again: please game designers don't make the game play worse so you can justify a character's place in the narrative, especially when it's a game that already has as much disconnect between gameplay and narrative as BSI does) fill these huge open arenas filled with large numbers of hitscan based enemies--guaranteeing damage is constantly being done to you, and there's nothing you can do about it--with really no on-screen indication of where damage is coming from. This leaves the game in a state of praying to King Die in the Heavens that Elizabeth will feel like tossing you the shit you need, or running around during combat to try and find the health packs. The health packs are very poorly handled as well, forcing you to not only run over to them and hit a use key to use them, but also muck around in the environment trying to find them while mr. hitscan machine gun pumps you full of rounds that will hit you. This needlessly creates a break in the action that could easily be avoided. This wasn't a problem in Bio1 or 2 for a few reasons, mainly because medpacks were on-command, thus before even engaging with an enemy you had a fall back to keep you in the action. Bio1 and 2 also had health restoration machines located in their environments that you could easily see and locate (they flashed and had a big health icon on them). One of many solutions to Infinite's health pack issues would be to simply make them usable by running into them, ala DOOM. Another way would be to make them more easily disconcernable in the environment. Bio1/2 did this via the formerly mentioned very easily recognizable medstations, or, they could have elizabeth "find" them for you in the area once your health drops past a certain point, and have an indication icon pop up on the screen showing you which direction to go to find it. Regardless, the health system as is really sucks, and isn't really conducive to how the game expects you to play it.
I can see where you're coming from and definitely agree on your ways to implement the system they have now, but to most of your points...
This is why shields were introduced. They essentially replace your on-command health system that you like so much. Aside from a few points in the game (most noticeably the last battle), I never had a problem locating health packs and vigor bottles.
Elizabeth was never a hindrance during combat; she only helped. Saved my ass a few times too.
The tears. How can anyone praise these? They're largely nothing more than old Bio2 plasmids you once could use on-command ripped out of your hands so Elizabeth can be justified from a gameplay perspective. Sure, narratively it's nice, but as far as play goes I find it incredibly aggravating they ripped some of the best and most interesting plasmids out of your hands and made them essentially QTE spawns when the game feels like it. Decoy would have made for an excellent Vigor in this game, allowing for something you could trigger on-command to lure the hitscan away from you while you flank or run to cover to restore shields or whatever. Instead it's now a situational use tear that gets used maybe twice in the entire game.
I'll give you the decoy point, but what other plasmids from BioShock 2 were ripped out of players hands to make an excuse for tears? I wish we had tears in BioShock 1 and 2. Would've
Truly this game rocks Bio2's world in the combat department....lol
Clearly! As I've explained. It's different, mostly, but I think it's better. Most of BioShock 1 and 2's encounters are very simple and, due to the cramped corridors and levels, are never given the breathing room to evolve beyond their initial setup.
Infinite, for me, feels like it drops most of the clutter from the previous two games while making everything more expansive in the combat space. The gear in this game, for me, were far more visible in their effects than the gene tonics in BioShock 1 or 2.
There's also more distinguishable enemy variety in Infinite. BioShock 1 and 2 just had splicers...and different kind of splicers...and other splicers. Infinite has MPs, HMs, Firemen, Crowmen, and soldiers.
5. You complain about the smaller, "cramped" level design. Without going on and on, it's simply more conducive to the gameplay system Infinite and Bio2 share. In bio2 with the small arenas you have all choke points and entry-ways for the entire fight you can see at all times. This leads to much more effective trap setting as you know exactly where your enemies are at all times and know exactly where you can choke them into traps in order to flank them. In Infinite, the massive arenas lead to you constantly being chipped away by enemies you have no idea where they are or where they are coming from, leading you to both being constantly being sheild broken and not able to engage enemies, and removing the key aspect to trap setting in anticipating your enemies movement and placing traps to prevent them from directly engaging you.
I think you bring up some good points in regards to player awareness of enemies, but that was never a problem for me outside of one or two instances (mostly involving snipers). The game helps you out with bigger players by tagging them on your HUD. I'm a Halo player, so I'm used to picking out enemies in large encounter spaces.
Setting up traps in BioShock 2 was cool and all, but you could only effectively do that when the game allows it. Because of the cramped corridors and small rooms, it was really hard to utilize the area without running into enemies before you were ready. Thanks to Infinite's large arenas and greater mobility, you can land on one side, plant a trap, then zip away and plant a trap at another place.