mqstout: 2: Long games with significant missable content. I don't have time to replay your long game. [Note, this doesn't apply to significant CHOICES in story direction/character development/class selection.]
I would say, however, that this does apply to missable stats; if a game gives you stat boosts for having items (or other things) equipped at the time of level up, has a level cap (even if it's much higher than the expected endgame level), and does not have another way to permanently raise stats or a way to reset a character's level, then that's a problem.
Similar situations include HP gains from Constitution (or whatever the stat is called) not being retroactive (in a game where you can choose which stats to increase at level up), and of course random stat gains.
Again, this isn't an issue if there's another way to boost stats permanently (like the stat seeds in Dragon Quest games, provided that there's an infinite source of them; this is an issue in original Dragon Quest 3, for example, which has no MP seed), if there's no level cap (like in the Bard's Tale trilogy), or if the game has SaGa-like stat growth (where the number of stat increases isn't limited, though the stats are, of course, capped).
MareSerenitis: One of the things...
mqstout: I'm not sure what you're going with here. Could you develop your thoughts a little bit more? It's probably me being dense in this case.
The first example that comes to mind happens in SaGa 1. In the first world, your task is to get the king sword, armor, and shield. (The sword is the only obtainable weapon in the US version to have infinite uses; the Japanese version has two others, but they're both late game weapons.) However, in order to progress past this world, you need to place those items on the statue, and you can never get them back. (Note: Do not save between putting the items on the statue and the boss fight that follows; doing so can render your save useless if you can't defeat that boss, and the game has only one save slot.)
mqstout: 3: "hit chance determines everything else". X-Com style games irritate me because nothing matters more than your hit chance, and a single stray missed attack will wreck your play of the stage.
(At least one, if not more, above part part of the "not respectful of player and his or her time" trend that a lot of games have.)
Reminds me of how, in D&D based games and other older CRPGs (mostly WRPGs but early Final Fantasy is somewhat guilty of this), in the early game attacks miss *way* too often.
(By contrast, I've started playing The Alliance Alive, and while I haven't fought many battles, I have yet to see an attack miss; if it had D&D-like accuracy, there would already have been missed attacks.)
HappyPunkPotato: One I hate is quick time events. As someone who enjoys taking their time to explore a game the whole "Quick make a decision before you've even had a chance to think about it!" thing isn't particularly enjoyable. That of course goes hand-in-hand with the save problem, "Made the wrong choice, tough!". Even better if you have dyslexia so you are slow at reading things and dyspraxia so you're slow at pressing buttons :-D
I think QTE are appropriate if the game is designed around them, and if it's the primary point of the game. (I'm thinking something like Dragon's Lair.) This way, the QTEs don't get in the way of non-QTE gameplay.
I could say the same thing about stealth sections, though perhaps insta-fail when spotted is still bad game design for pure stealth games, at least on the default difficulty setting. (The stealth sequences in Zelda games ruined the series for me; the one in Metroid: Zero Mission, on the other hand, isn't as bad because being spotted isn't an instant failure, but instead you just have to dodge the space pirate's attacks (which hurt, but aren't instant death if you're not doing low %) and find another spot to hide.)