There were lots of reasons: no unlimited weapon caches, skulls which permitted specific gameplay (the one to melee to acquire back your shields, awful), tiny jump height, slow base speed, and the stamina system, which made health packs and their importance that much greater.It's such a shame that the Firefight achievements in Reach were glitchable. Getting that one achievement in ODST was one of the most challenging yet rewarding experiences I've had. I also appreciated the sandbox changes; removing the BR but buffing the pistol, forcing players to utilise plasma much more.
You were a more powerful player in Reach, thus pushing some of those settings out the window.
They made changes in remakes (Hemorrhage base design notwithstanding), and they were far better for gameplay. Beaver Creek's dirt ramps, Warlock's air lifts and bottom center to spawn bomb, Coagulation's base design and general terrain/TP area), and the subtle changes in Desolation and Tombstone were pretty sufficient. The ledge by the Needler and the underneath hallway by red team OS in Tombstone, swapping team bases so the larger base is defended, rather than the attacker, for example.I don't feel as much nostalgia for H:CE maps mostly because of the teleporters. Gravlifts and man-cannons offer ways to get across the map that are less camping-prone, and (I think) more fun.