Honestly, I'm not going to dig down and argue blow-by-blow because I sympathize with the perspective of WL1 fans (I am one, though I'm more of a Fallout fan), it's similar (though hopefully not as bad) to a place I've been in myself. There are a lot of mechanical changes and dissimilarities with both WL1 and Fallout, the first task of Wasteland 2 is to live up to its vision doc more so than anything else, and for that we pick the best mechanics we can. A slanted-eye perspective *is* better than straight top-down, and this new inventory is used in good part because it just works better. I've been playing the latest build a lot this week and inventory has gone from kind of a chore to an easy, intuitive part of the game. Decisions like these are made purely because we want to make the best game we can, not the most Fallout-like game (the inventory works nothing like Fallout's, which was terrible, and yes it was a list, a list of icons, the worst of both worlds).
Yes, as we iterate mechanics are dropped and added. Some will be Wasteland 1 mechanics that just don't work for game balance and challenge (like HOT), but some are Wasteland 1 mechanics added back into the game, like recruits or possibly learn-by-doing. The perspective that this is marching towards being less and less like WL1 is not to my mind an accurate one, the core vision of the game is set and unchanged and I think you guys were ok with most of what we're doing then, right? 3D top-down, turn-based, etc. Things changed and are iterated on one the periphery, and I think generally this is for the best even when it differs from WL1. We didn't add full sentences to keywords to "be like Fallout", it was added because it's mechanically better because it prevents vagueness and confusion while not changing the core way the keyword system works. We didn't go grid-based to "be like Fallout", we did it because it makes for a better inventory.
If we have mechanics that we can make work to make the game better, like a system for aimed shots, we're not going to not do it just because Fallout did it. I can understand that phobia from a fan's perspective, and wanting to be divorced from Fallout, but that's not a good approach to take to game design. Good mechanics are good mechanics, regardless of the inspiration. And Fallout's aimed shots were not a particularly good mechanic, so again, if we do end up doing them (and no one said we will) I'd expect them to work differently. For the sake of making the best cRPG we can we can't slavishly follow either mechanics from WL1 or Fallout, and that will disappoint people on both sides at times, but that's ok in my mind as long as we end up making a great Wasteland game.