a) Bateson and Mckee are gone
Bb) Kyd is gone
c) Diana is gone
Sure, their absence is a disappointment (including the handling of the situation), but voice acting does not relate to core gameplay experience. As for Diana dying in the game, I look at is as something very powerful and competent of delivering a strong and involving personal story. They're taking a chance here, but the end result could prove worthwhile.
d) Kane and lynch guys are making this title
These "Kane and Lynch guys" have also made Hitman games. IOI know that they are good at making this IP, their record on developing Hitman games speaks for itself.
e) Bullet time
No, that's Max Payne. There'd probably be some substantial lawsuits by Rockstar if they saw one of their game's trademark features copied by another title. You haven't seen 47’s new shooting ability, it's also something constructed for an alternate action experience.
f) Instinct
Is it really all bad? Did you forget the fact that it changes according to difficulty? or the fact that it can be switched off (according to an IOI interview)? Or the fact that it could actually be useful?
g) Linear gameplay
Ah...right checkpoints. A game must be linear because it has checkpoints. But what if it isn't? There's no indication to suggest Absolution will be linear. We have been promised freedom to play however we want to. Besides, Hitman games have always been "linear" in theory. You ultimately had a few fundamentally “linear” paths to choose from while playing a level, all the time while trying to get from A (starting point) to B (the exit), completing the objective/s along the way. The freedom comes in when you decide the "how’s" and the "when’s". It’s not like this game will be a corridor shooter where you’re unable to explore the environment.
h) oh I forgot, your map is gone
Perhaps we won't need it this time? Perhaps the developers have a good reason for that? Personally, I wasn't initially happy about the map being gone as it's something you grew used to, but I can completely understand why it may have been removed. Simple schematics can help at times, but IOI clearly want to immerse you into the environment, instead of you having to stop and look at a map every few minutes (or more). It could make gameplay a lot better. At the moment, I haven't played the game so I don't know how I will feel without the map, but I have to say that the "easy" map which showed you all NPCs is something I won't miss at all.
i) forced shootouts
Did I miss some secret "Duke Nukem" mode in the demo?
Basically a big "F you" to the fan base 
Right, IOI must really "hate" us because they took away the map and manual saves, hardly "core" elements of the franchise. Sure, people can have their concerns, but let's not insult the developers as they don't deserve it.
For some reason people are completely ignoring the constant reiterations by IOI of the game's freedom of choice - it's blatantly clear that each person will probably find middle ground in this game. You have to acknowledge that some things have been included for the various types of gameplay people want.
What's constantly avoided is the recognition that IOI will not make a Hitman game focused completely on the explicit requirements of a specific group of players that are fixated on the belief that a Hitman game can never have checkpoints, or that Hitman should never have a good action experience as an alternative to stealth. Hitman has always changed and evolved, some changes are better than others - but give Absolution a chance, instead of dismissing it based on things we know little about.
Edited by Watson, 12 January 2012 - 10:18 PM.