Ezekiel said:
First-person perspective sucks ass because it's like controlling a walking tripod on tank treads with weapon always rigidly up and forward.
There are many FP games with good sense of physical presence, inertia, momentum, sway etc. Though, this is fluff detail and not particularly important in the grand scheme of things, otherwise all side-scrollers, isometric games, city builders, puzzle games etc etc etc would be worthless, as well as every game made before games started collectively striving for realism, e.g those in the 90s which was the best decade that you clearly need to explore more of.
Can only run forward, sideways running disabled in almost every first-person game
Yes, clearly need to explore more classics! Start with FPS goats like Doom 1993 or Duke Nukem 3D, as well as Immersive Sims such as Deus Ex, System Shock 2 and Arx Fatalis.
can't see shit but what's ahead when running
High look sensitivity and increasing default FOV helps with situational awareness. Yet at the same time, there can be design benefit to not knowing what's around you at all times, in more than one way. Furthermore, some things can be communicated by other means, such as sound.
No awareness of where your feet are in first-person
1. There are games with body awareness.
2. Old games would often use a blob shadow.
3. Neither are strictly needed. Your feet are directly below the camera, straight down.
Alien: Isolation and Battlefield V doesn't fix the issue at all, since you still have to look down"
I have been playing FP, and all manner of styles of game for three decades. I almost never look down while platforming.
The problem is you're playing modern AAA FP games. There's perhaps...five of those (singleplayer) in the past two decades I consider worth a damn. Probably the same number of third person games also. They're all braindead trash like Batman. You recognize that much, so that's why I am investing in you with this post. There's a whole other world of amazing gaming out there you are dismissing right now.
Also if true gamer, perspective is not a defining factor to play or not to play. All perspectives are good and have their strengths and weaknesses. As long as said strengths are understood & played to by the designer.