1.) There's a difference between a stationary object that heals you, not available in every mission, not available in situations when you are under pressure (being shot at); as opposed to unlimited health and energy that re-charges in 10 seconds, that you can instantly access in perfect safety by climbing into any of the 20 vents available at your location.
Regen aura aug means you have instant access to strong and very efficient (ene-to-hp) healing. Judicious use of augmentations and avoidance of playing rambo-style means you're never really short of energy in DX1. Plus, energy cells are pretty plentiful (so are energy bars in DX:HR, but it's actually balanced by the fact that they take up inventory space, whereas in DX1 they don't, and yet you can carry up to 30(?) of them).
Sure, DX:HR has auto health regen as well as energy regen, EXCEPT:
* HP regen is fairly slow and only restores hp up to a certain limit, which is extremely quickly diminished if you get shot at.
* DX1, unlike DX:HR has limb damage system, meaning you can absorb much more damage to yourself as long as it's not all to the torso/head. Limb damage is basically like extra "hp".
* energy regen is excruciatingly slow and only restores one energy bar. Relying on only the natural regen slows down the pacing of a game to a crawl, and it means that you can't use some of the stronger (read: more energy-consuming) augmentations at all. therefore, the DX:HR hp/energy management system still presents you with a resource-management dilemma: do you expend limited resources (energy bars and painkillers), or do you spend extra time (a limited resource) to wait for it to regen? You might not have such time, or you might not want to wait because it breaks the flow of the game.
Actually, a lot of people who are quick to blame the regen-over-time resource systems ignore the fact that such systems still consume the limited resource that is player's time. Then again, it's perfectly understandable, because a lot of people are dumb and have little idea about actual IRL resource management.
Even more interestingly, in-game time can also be a resource in such games. Consider the not-infrequent situations in games, where you have to act to a number of threats quickly on limited resources. DX:HR is no exception. for example, if you're down to 1 energy bar and have 2 separate guards you want to stealthily take down, but these guards will notice another's body in a couple of seconds, it means that you either consume the energy bar to have enough energy to perform 2 takedowns, or you take one guard down and then have to deal with the other guard in a different way, because your energy will not regen in such a small time frame.
2.) Yes DX had limited hacking because it took energy which was a finite resource, you also had to find limited lockpicks and sensor jamming thingies so there was no way you could get into everything in every mission. Compare this to the LITERAL unlimited hacking of HR and the ridiculous 3 strikes or you're out hand holding system, made specificly so that it's impossible to fail.
The "limited" hacking mistake of yours has already been addressed. The "limited" lockpicks and multitools statement is also false to some extent. Sure, if you're untrained in electronics and lockpicking, you'll always be short on those. BUT, if you're an actually sensible person, you will invest in trained level in both (cheap), which multiplies their effectiveness by a factor of 2.5x. That small skill point investment guarantees that you will never run out of either unless you play dumb (open the locked doors that have easily-found nanokeys, use multitools on keypads with easily-found passwords, etc). AND you get to open every door.
As with previous point, hacking system in DX:HR operates on a principle of time vs items resource management. You either spend a lot of time hacking the hard systems over and over again, or you help yourself with very limited hack-tools. More so if you try to get all the bonus nodes in the hacking mini-game. Failure is pretty harsh actually, because failing a hack usually means alarm and failed stealth. But then again, I have no doubt all of us are dirty savescummer scumbags and will reload in such case, instead of, you know, sucking up the failure and rolling with it.
3.) Yeah comparing 2 augmentations that you couldn't even get until half through the game let alone upgrade all the way to overpowered at level 3; as opposed to the 2 praxis point upgrade that you can get in the first hub that makes every single encounter in the game non threatening (aside from the bosses). Yes it had limited ammo, still more than enough ammo easily obtainable to kill 10 + people per location..
You said it yourself - limited (and expensive) ammo.
Also, 2 praxis point investment in the first game's hub is pretty expensive actually, locking you out of other very useful augs until later.
Also, the "1 button wonder" requires you to:
a) abandon stealthy gameplay, guaranteeing exposure and alarmed enemies
b) actually get out of cover and run towards the enemies who are happy to shoot at you, before you can press the "awesome" button. The DX1 magic combo actually prefers the "run at enemy" approach since it's all about negating the incoming damage, rather than dishing it out.
c) actually find yourself in situation where using it is preferrable to simply shooting/taking down the enemies. Ingame situations where there are more than 2 closely-grouped enemies not behind covers are pretty rare. The DX1 magic combo is universally useful (except rockets, but there's a 3rd magic aug for that, or plasma, but plasma enemies are super-rare in DX1).
AI.... yeah sure you win this round, a game released over a decade ago has AI exploits as bad as HR, congratulations. To be honest I felt more threatened by the AI in DX because at least it runs at you aggressively around corners and attacks (sometimes the whole zone would aggro on you), in HR they get confused and wander around or repeatedly shout "COVER ME" while standing behind a box not moving.
> Implying that improvements to the games' IA for the last 10-15 years whould've been corresponding to the improvements in the games' graphics.
Which is a dirty rotten lie.
>runs at you aggressively around corners and attacks
IF they
can see you.
> in HR they get confused and wander around or repeatedly shout "COVER ME" while standing behind a box not moving.
IF they
can't see you.