MrBig said:
Play Halo 1 and get back to me. Each weapon has their own unique roll and unique effects in the flow of combat. It's the simple effectiveness of differentiating each weapon that makes them all have a roll, purpose, and effect. Whereas in Reach I can pick up any weapon and get the job done, all of their extra effects are just that, extraneous.
The only way to do this is probably to go weapon by weapon, but I really don't see it. I think Reach's weapons are almost as distict as Halo 1's, and certainly more so than Halo 2 and Halo 3. There is some overlap in function, notably the two sniper weapons and in the rifles. Those have to be in place in order to give the Covenant some ranged weapons, which they did not have in Halo 1.
The automatic class of weapons (AR, Spiker, Plasma Rifle, Plasma Repeater, Needler) are all about as distinct from one another as they were in Halo 1 (AR, Plasma Rifle, Needler); besides, the Spiker and PR exist mostly to give Brutes a different weapon to use.
I think they did a pretty good job adding differentiating factors to those weapons that did overlap, especially compared to the past two games. The DMR and Nerfle have a larger set of differences than the BR and Carbine; the Sniper Rifle and Focus Rifle are different in ways the sniper and Beam Rifle were not. The duplicative Mauler and SMG were pulled.
Edit: the Halo 1 Needler is still my favorite version of it, for Campaign play anyways. I loved that I could fill someone with enough needles to blow three times, rather than just once. Often the second or third pops would set off the grenades they dropped, leading to some hilarious chain reactions. I would target one Grunt in a pack, and the chain reaction would clear the whole pack out.