What I should have clarified is that both games do the expensive part pretty well, large amounts of content to explore, discover, and interact with... but then they fall flat on their face with the more systematic stuff that doesn't cost much because it scales across the game. Good systems are difficult to make, but not usually much more expensive than bad systems.
Then there are the UI issues... just weird boneheaded things that make no sense. Like why is food and water separate, and why do they use potion quick slots. This means I am CONSTANTLY in my menu switching out potions for food and water. You can't even use them from your inventory, which would save you at least one trip to the menu. A much better alternative would be to just give you a "food" quick menu select for right bumper, and do away with water. Or, if you really want to keep both, it could detect that you have a food buff running and then drink instead of eat.
The sign quick menu is another thing. There are so many games that are much older the do it better already. The whole pull up the quick menu, select the new thing, press A, then press RT to cast. That is 4 button presses to cast a spell you don't currently have selected... which means you a) spend far too much time in the quick menu during a battle or b) Just say fuck it and spam your favorite sign.
A much better system would be like what classic brawlers like Dark Alliance or X-men Legends had (Fable as well I think) where you open the quick menu and this changes the face buttons to signs (yes I know there are 5, just illustrating), which then cast when you press them. So now casting a sign is hold LB - press A or something. Much better, much faster, and it encourages you to mix things.
There is much more I could go on about, maybe I will when I get home from work.