There's a huge amount of implementation-dependent stuff in this list. (Even if we restrict our consideration to trackers used in the Halo series.)
Also, without further explanation, it's not obvious why many of these are negatives. It's clear that it has an impact... it's not clear that the impact is strictly negative.
Of course, everything labeled is subjective. I'm not saying that list is objectively bad for Halo. I understand people love motion tracker and think it works best for those reasons I pointed out, but I strongly believe many of these people don't understand the importance of map/combat awareness and strengthening those skills at a faster rate than games with motion tracker. The reality is that motion tracker slows down gameplay, and when you're playing an Objective gametype like CTF against a good team, how many chances you think you'll have at capturing that flag when you have to crouch-walk to positions from so far away?
Sound-based radar provides you with motion tracking, but when there is action going down while not limiting the movement
before there's chaos. Many times, motion tracker leads to poor gameplay decisions because lesser-skilled players have this mentality of "must make that red dot disappear" despite having more important decisions to make (ie: red dot in their base while the enemy has the flag, so the "scrub mentality" will be to kill that red dot, then go after the flag; just one of many examples that leads to poor habits, gimping player progression, etc.).
EDIT:
Lore should never restrict the mp
Not to mention Halo 4 makes Spartans sound like fucking Transformers.
Both of these are very important; Ice's post when discussing
gameplay elements and Turtle's post because that's another thing that's being gimped (from a player's understanding of Halo-sense) with motion tracker: sound design.