Cavalary: Other than that, I really fail to see the appeal of typical ARPGs, starting with the Diablos. With a decent world and nice events in it, like Divine Divinity, sure, that was nice, but if it's just the clickfest, no thank you.
dtgreene: Is that a problem with so-called "ARPG"s in general, or of just Diablo-likes? Many games I've played that would fit in that classification, like Zelda 2 and Final Fantasy Adventure, don't involve any clicking at all.
Not having played those two, wouldn't know, but if you just mean the difference is that you hit a button on controller or keyboard instead of on mouse, no difference there. Basically referring to games where the point is just to defeat large numbers of enemies (and the occasional bosses) with a focus on speed/accuracy/reflexes, little story/immersion, and especially if the number of skills you'll reasonably be expected to actively use is quite low, whether there are few of them to begin with or you can only properly develop a few if you don't want to end up too weak, this really leading to the clickfest, generally in the form of a primary attack on left button and secondary on right, so expected to spam the same attacks a lot and only occasionally change them. Do generally take issue with one thing you say you like, games focusing just on the gameplay with little to no story, worldbuilding, character personalities and interaction, but can find combat focused games enjoyable and interesting if they're tactical (heh, another thing you say you dislike, tactical combat instead of non-tactical), with lots of very different enemies requiring different tactics, planning, thinking, making proper use of a large array of skills, obviously not full real time in this case, but either turn based or RTwP (another thing you say you can't stand), if not implemented badly.
Cavalary: More general, probably not unpopular but restrictions on saving suck, and so do time/turn limits.
dtgreene: I consider those to be accessibility issues.
Saving restrictions hurt those who, for whatever reason, can't devote large chunks of time to the game. (This includes school-age students who spend a large chunk of their time at school, adults with jobs and/or kids, and those with disabilities that affect their ability to play games for too long, and probably others.)
Time limits hurt those whose reflexes are not what they used to be, or those who can't play the game by conventional means (for example, having only the use of one hand). They can work as an optional challenge, but shouldn't be mandatory.
True about save restrictions. Time limits don't really have to do with reflexes though. Reflexes, hand-eye coordination, that sort of stuff is needed in games that emphasize them, including those clickfest ARPGs I was mentioning, and it is indeed an accesibility issue. A time limit doesn't necessarily have to be a restriction in terms of accesibility, and a turn limit definitely isn't, but they're darn annoying.
Oh, have one more, replayability is pointless (not counting short storyless games designed for a more casual audience, and of course just talking of singleplayer, wouldn't care about multiplayer at all anyway (would this also count for this thread?)). Want to have the proper experience, with all the immersion and atmosphere and a proper conclusion at the end, in one go, so when I finish a game I'll know I experienced it in full (if it's branching storylines, then to know I made the choices I wanted to make and didn't miss out on something important by doing so), not need multiple playthroughs to, I don't know, use all characters, learn all their stories, find who knows what which, without checking guides, you only learn how to look for after you can no longer get it the first time around, or whatever. And of course no procedurally generated worlds!