I think dragging and hiding dead and unconscious bodies is overpowered, in such a way that this part of the “murder puzzle” has become redundant.
It’s too fast.
In earlier games it was a tedious affair, that heightened tension when you wondered if you were going to be able to drag the body to a hiding spot in time. A prime example of that is in C:47 (provided you don’t use the side-running glitch), where dragging the dead body of the amulet-wearing Red Dragon negotiator before a cop turned the corner was a very tense affair. Now it’s over in two seconds.
There are too many convenient, spacious containers
Every map is literally riddled with empty closets and garbage dumps, often extremely conveniently located next to urinating spots. Also, please make some closets and containers full at the outset. So that when 47 kills a target and tries dragging it to a closet, he can encounter the nasty but completely realisitc surprise the closet doesn’t fit a body anymore. I personally think 2 bodies for each containe ris too much as well.
Once in container, bodies become impossible to find
It would be good if guards also checked containers and closets. If they see a friend go into a room and hear a suspicious noise that cause them to start looking for something, they should also look through the closets in that room. If Viktor goes to puke in a toilet and never comes out and the bodyguard comes checking, he simply he has to check that big closet. He has to. Also, unconscious bodies should wake up and try to make themselves heard, even if they are in a box and unable to get out.
Unconscious bodies don’t wake up
One of the most tense elements of Hitman 2: Silent Assassin was how, if you wanted to do it cleanly, you had to seriously consider which NPC you would knock out and when. Now, a lot of SA strategies simply rely on knocking out half a map without a worry in the world. Depending on the way you dispatched of them, bodies could stay knocked out shorter (choke), medium (heavy object on the head), or longer (sedatives).
No more blood traces
This is also in reference to point 3, but introducing those blood traces again would nibble away further at the overpowered nature of hiding bodies.
It really hurts one of the once most challenging aspects of the game.