Hi everyone, decided to jump in after lurking for quite some years
I somewhat think you're getting caught up in minor details here. Stuff like a button or a mode may be an indicator of overall interface/structural polish, but does not make the difference between a great game and a game. It's like arguing that MM6 was behind in terms of graphics. Who cares? I sometimes throw in a round of Oblivion and can't help to think that MM6 was so much more fun.
It is the atmosphere that a game has that makes the difference, how much it immerses us into its world. And having a lot of nice ideas built in and potentially superior graphics, H5 does not. Except for the first times I entered the castle screen, I never felt like "back then".
This may have a lot of reasons. Some I see for me:
(a) I'm no longer a child. I'm approaching my mid-twenties and a CS Master and tend to see things from a technical perspective. I do not doubt that this kills a lot of what the game could have been for me. I see a crappy AI, I see unit and fraction design that is halfway stolen from the Warcraft universe to get a slice of its commercial success.
In H2, which I mostly played, I was trembling in my castle when the "violet guy" on Broken Alliance came around, throwing all my forces at him in a desperate attempt to survive. It was drama, epic battles with a lone boar running around while the broken remains of my towers shot down the enemy.. ..today it's become optimal build orders, leveling paths. Having an AI that is optimized for, hmpf, I dunno what, H5 has become stale and cold.
(b) The game is made for money and you feel it. I think this is more or less the point of the OP. While I in no way am a fan of JVC (I could beat him with his stupid alien stuff coming up in each and every MM game, breaking balance AND all feeling), I see a difference as well. The unit design, the sounds and music aren't distinct any more, the cinematic cam in combat mode is just tedious. While they cleaned up the game universe (which I do appreciate), they left it behind lifeless.
The coming expansion is a nice example of this as well. While form a strategist's perspective having 200 somewhat different units is intriguing, it is just tedious for me (plus I take on ANY bet they massacred what was left of game balance).
I personally liked H2 (again), not everything was upgradable, and why the heck should it be? This is not a turn-based new korean superpowergamer-aimed Starcraft in Fantasy, at least it shouldn't be. It's HoMM. At least I hoped for it to be.
(c) Mediocre teams spawn mediocre games. There are only so many really good games out there, and they are, prove me wrong, done not by some contractors who deliver code milestones and get money but by a team who grew on this project. See id, Bethesda, the GalCiv people (never played, but I'm following the tenor of it being outstanding) and the team that made Civilization. Maybe Blizzard and CCP as well. These are more or less independent teams, that operate on a when-it's-done basis. There seldom was a good game, that was created by a team hired by the publisher. All the innovations in games came from small groups that had an idea and worked it out. And got bought up. All are EA, Ubi oder MS now. And I've yet to see another milestone to come from there.
Well. I somewhat lost my train of thought here, but the better for you, I guess that was enough of blah anyway. Still got some things in the back of my head, but guess I'll post them as the discussion goes on.