Mass Effect 2 as an RPG: New and Improved?

Rather than kick out another review of Mass Effect 2, Bitmob is instead offering up an editorial that attempts to determine if BioWare's sci-fi sequel "works as an RPG". Apparently their conclusion is that RPG systems prior to ME2 are overly complicated:
I found that in ME1, a 1 point increase in Throw produced a 7% average increase in force, whereas in ME2, upgrading Throw produced a 33% average increase. However, if you only consider the three tiers in ME1, you have a 45% average increase per tier - and a 33% increase over four tiers is roughly equivalent to a 45% increase over three.

So what's my point here? Well, let me ask you this: In the heat of battle, when that krogan is charging and you need to knock him on his ass to buy yourself some time, are you really going to notice that 7% and say to yourself "Man, I'm glad I spent that 1 extra point in Throw last level?" Honestly, a level 2 Throw (which cost 3 squad points) in ME2 does 700 Newtons, while a level 5 Throw in ME1 (which cost 5) does 800. Who in the world is going to be able to tell the difference?

That's what I've been trying to explain. I don't think that ME2's skill system is too simplified, I think that the typical leveling systems used in other RPGs are overly complicated!
If other RPG systems have "needless complexity", then why don't we start simplifying everything else, too? Maybe they should toss out dialogue trees and movement, and simply make Mass Effect 3 an interactive movie with "streamlined" Dragon's Lair-like controls: left, right, up, down, attack. The evolution of the video game is truly at hand.