Went back and played some Freedom Unite and was actually kind of surprised how much had been added between. The lance is missing the counter (essential to me) and sweep moves. The horn's weapon info window doesn't list all the songs it can play--you have to go to your house and pore over a list of every song in the game (wtf). There is no combo list, you have to pick ingredients manually. The farm and kitchen seem more limited and difficult to get specific items/effects. Even having to load the house, then load the kitchen to eat instead of being next to the quests is kind of annoying. It's also pretty astounding Capcom released a game like this without almost no camera control outside of clawing. The Nargacuga is in this game for crap's sake. If I had to play this on my PSP with no Vita second analog emulation I probably wouldn't have bothered.
Possibly most baffling of all is the incredibly inconsistent controls. In MH3U it's simple. A talks to people, opens chests, and confirms menu selections, no matter if you're in town or on a quest. Perfectly logical. It's the "confirmation" button and the generic "interact with object" button. MHFU also has a universal menu confirm and cancel button in X and O, but it decides to split up the other functions for no reason. In quests, O talks to people, opens chests, everything you expect from the generic interaction button. The problem is, in town, X talks to people, Square opens chests and moves between areas, and O does absolutely nothing but trigger fast travel in certain areas (a feature I would expect to be assigned to a less essential button like Triangle). I can't for the life of me understand why they would do this even with the X/O function switching between Japanese and Western Playstation games. I don't care if the button is Triangle, just be consistent. I'm ten hours into this game. I should not be accidentally drinking Mega Potions when I meant to open the supply chest because I just got done repeatedly opening the chests in town with Square. Had they chose X to move between areas and open chests in town instead of Square, it wouldn't be as confusing because I would understand X to be the generic interaction button in town and Circle for quests. Instead Square is given the specific function to open chests that leads me to associate chests with Square rather than just another object that should be responded to with the generic interaction button. It's definitely not a big deal, but I just can't imagine how they fucked up such a simple aspect of control design.