From
strictly an immersion standpoint, I hate seeing, or being able to find out (other than direct observation), just how much damage any enemy can take (i.e.- their "stats"), and prefer to "learn" that info as I have fought successive amounts of the same critter. Sure, gleaning some info from locals by conversation is useful, but being able to pause mid battle, and "look it up" on your pip-boy is a MAJOR 4th wall breaker, even if you spend a perk doing so. AFTER encountering them (enough), no biggie...
I do like that guns in this game aren't the break-down prone pieces of crap they were in FO3. Quite simply, once you can get one into working shape, (even given the assumed tech involved), there is NO REASON for one to break down to the point of uselessness. Period. If you have the skill to get it working, you have the skill to keep it going, which leads to the next issue...
"Crafting". As it stands now, even on hardcoe mode, there is NO
compelling reason to use it. By the time your PC is skilled enough, or has explored/cajoled/ or connived enough to get the "recipes" required to do any of it
well enough to use it, they are already powerful enough to not have to worry about it. That goes for ALL of the crafting available. Ammo, food, health items, etc... In this regard, FO3 was superior, as the reasons for crafting were to obtain unique items that weren't (usually) readily available, and did offer some reward for doing it. (Yes, I'm looking at YOU, "RailRoad Rifle!)
If they were to remove a good chunk of ammo and food sources in hardcoe mode, that would go a long way towards making it all useful, without ignoring the needs of those who chose to "play it straight"...
Other bad choices were to make "areas" level specific, as opposed to "scaling" to a particular player's PC... Yeah, it seems cool to be taught the lesson that there are some places you "just shouldn't go" until you are ready, but the way FNV is designed, it feels more like an "on the rails" shooter or horror survival title than a "sandbox" type game, as, even though you have access to those areas, you absolutely MUST (if not dying is important to you) basically follow the progression laid out for you, and completely disregard any given player's desire or need to explore outside of those "boundaries". Gone are the days of "danger around every turn" in favor of "danger 100 paces north-northwest of Goodsprings"... The removal of random encounters only solidifies this perception.
Also, while the individual "companion quests" offer a lot of, well, "extra content", with nearly suitable rewards, all they really do is add more possible scripting errors to an already old engine, and do not truly add value to the player's experience, other than to FORCE them to re-visit places and people they may have already visited, just to lend a small bonus to that companion, AND, more importantly, make the player feel like they are actually doing "more". Seems kinda "cheap" to me. "Metroid, anyone?"
Lastly, it seems as the "character customization", graphically at least, has much less depth than FO3. Not a huge issue, but it was kinda weird and kinda cool seeing what amounted to a digital replacement of me on my TV during FO3, only to be replaced by my deformed half-brother in NV...
These are just "so far" and my be amended, added to, or changed completely upon finishing...