Content is the driving force behind any game. A game with the hotest engine on the market can still flop if the content isn't up to par. The problem is that content is easy to imagine but hard and tedious to implement. One of the most innovative games that I have played in the last decade was Darwinia, its engine was smooth and fresh, the storyline was engaging, but the content was thin and resulted in fairly repetitive gameplay. One of the developers quipped that "Content is Evil" during an interview.
A lot of the problems people have with GH2 deal more with a lack of content than with specific problems with the game. Mysticism sucks? Well, duh, more spiritual content is needed. Cyberware underpowered? Well, make more available. Martial Arts underpowered vs. Armed Combat? Add a high level talents for it that replaces Kung Fu.
Sure, problems like exploiting Mecha Repair and Performance aren't content issues, but I would guess that 4 out of 5 problems can be solved with more content.
That brings up the fundamental problem that Content is Evil. I've tried to add my own content, but I struggle with the scripting language. I can read it, but creating new scenarios would require that I spend several hours trying to unravel how the scripting language works.
Am I alone, or is anyone else interested in creating new missions and plots if they could better understand the scripting language?