Game has many strange design decisions where you miss stuff by doing what seems to be the obvious choice. E.g. when you visit Fingers and don't talk to get in, but climb outside through the window, you can talk to him, while he operates on a woman with her jaw off. Ewwww.
Crazy this game actually has alternative quest solutions for the backgrounds, I could walk into the Arasaka Industrial complex by convincing a guard that I am still an Araska Counter-Intelligence officer and upload the hack without being bothered.
Why isn't there more stuff like this?
My guess is that they started with the intention to add as much detail as they could but quickly came against the realities of deadlines :-P.
I, for one, feel glad that a PC version of a game finally shits on its console version, not vice versa (as it usually is).
It isn't really the PC version that shits on consoles though, it is more that all versions have issues and high end PCs can ignore most of them through sheer brute force. You can see that with the high end consoles (Series X) also not having issues while low end PCs (like low end consoles) having issues too.
Nah, the interface was made for consoles
Try crafting uncommon components from common components. Several thousand common component worth. Also selling dozen items selling each item refreshes the whole inventory, taking a second. What the fuck.
The interface was absolutely designed with gamepads in mind
Not at all. I played the game with a gamepad and the UI was absolutely awful with it - you control a virtual mouse cursor and "click" on things with the A button, if anything between mouse and gamepads, the UI is designed more with mice in mind (and by "designed" i mean they did a mouse-based implementation first and didn't bother adapting it for a gamepad).
It is just bad regardless of input method.
FEAR's AI is better than every FPS I've played since. I don't understand why they don't just outsource that AI. Lazy devs can buy it and modify it slightly.
FEAR's goal-based AI is actually somewhat common nowadays (and FWIW it wasn't the first game to use goals in its AI - Quake 3's bots also had a -much simpler- goal-based approach, though FEAR was probably the first SP game to use it), though decision trees and finite state machines are still much more common - largely because they are more predictable than goal-based AI, after all...
As far as I know FEAR has custom AI scripts for special encounters, that is why encounter design is so good
...FEAR doesn't use any custom script for combat and this was actually an issue the team had in a few cases where they wanted something specific. It is also why other games rarely use the method.
FEAR does a great job at showing off their AI and the levels are designed around the AI, which isn't as common with other games (regardless of their use of goal-based AI) - especially nowadays when you have different teams working in level design (which also often tries to be varied and more realistic - it wasn't a coincidence that FEAR 2's AI felt worse even if from a technical perspective it was improved from the first game).
DOOM 2016 is another. Mostly because ID hadn't made much of any value, pretty but boring games.
ID is largely different people nowadays, especially those who actively worked on the games. From their earlier days only Kevin Cloud is still there and he mainly worked as an artist.