Yeah, DC, I'm a pretty big fan of TSW, and I still can only call the combat system "clunky." I like the lack of rooting and how the enemy mechanics require
using that mobility, but the "feel" isn't great. The combination of basic movement/physics (that is, the engine) with twitchy, mediocre animations makes the actual physical gameplay something I tolerate in the game rather than enjoy.
I don't agree about abilities (powers...) becoming obsolete as you spend AP on more of that "slice" of the ability wheel. Some do, some don't. For all weapon types, there are heavy hitters in at least
one of the two inner wheel "slices." Not usually the weapons heaviest hitters, but something you'll often find a spot in a deck for. Each weapon's across-the-board +10% Damage passive is always in the inner wheel, for example. A lot of the better resource builders are inner wheel, too. Sometimes the only advantage of an outer wheel attack over its categorical counterparts (that is, builders, consumers, or non-resource) is that it has a secondary effect like an Impair. The enemies that really call for secondary effects tend to come later in the progression. Those for whom they are
necessary are mostly found only in Nightmare (and a few) Elite dungeons, Lair regional bosses, etc.
I'm pretty "meh" about the crafting, too. But I generally dislike crafting in games anyway, something I have to deal with (Fallen Earth's genuinely fun system being the exception). I don't really have "enjoy the crafting" on my list of MMO expectations. I don't mind how the enhancement system works in terms of basic architecture...but the execution needs a lot of fine (and not-so-fine) tuning. And too damn many currencies, a problem CoH came to share, too.
Still as you say, TSW is all about the story (and immersion, etc.). For me, it works well enough mechanically to be acceptable, but that's not the draw.