A few of you probably remember my incessant criticism of few specific control-mechanics last go-round with Black Ops 2. I won't put in nearly the effort for Ghosts, but I want to list 3 specific control-mechanics for the wiimote that in my opinion are broken and need attention from the CoD: Ghosts developers.
#1: ADS camera-lock (this one is so important that I will refuse to purchase this game until this mechanic is repaired)
Black Ops 2 enforces a camera-lock every time a player aims down sight. This camera-lock releases once the ADS animation has completed and the cursor is moved an arbitrary distance from the initial ADS cursor location. This creates a camera stop-start effect that drastically inhibits smooth following of a target during the ADS animation. To fix this the camera must smoothly and predictably transition between hip-fire-camera-speed and ADS-camera-speed just as it does for dual-analog players. The last patch for BO2 actually addressed this issue (but did not fix it) by putting an invisible and arbitrary box on the screen of which ADSing outside of would cause a smooth transition If this box is to exist in Ghosts the player must be able to reduce it in size to the point of it disappearing, so that a smooth transition occurs anywhere the player puts his cursor on the screen.
Wiimote players have 2 sources of sway, one that the game introduces artificially, and one that comes from the player's natural hand-movements. These 2 sources conflict and results in a sway that is different from the gentle back and forth movement that dual-analog players see. Wiimote players see what I can best describe as a Gaussian vibration. This makes hitting repeated shots of small targets at range much more difficult for a wiimote player than it is for a dual-analog player. In my opinion the artificial sway that the game introduces should be eliminated, leaving only the player's natural hand-movements to create sway. There will be an exception made for scoped weapons which I will address in the next section.
#3: Sniping in General
There are 2 main mechanical problems with wiimote sniping, and they both have to do with the ADS process. The first is the camera-lock that takes place each time a wiimote player aims down sight. The second is: not only does the camera lock in place during the ADS animation, but so does the cursor. A wiimote player is not able to make any adjustment whatsoever to his aim during the entire half-second sniper rifle ADS animation. To "quick-scope" a player literally must guess where his opponent will be one-half-second in the future. To fix this the camera must smoothly transition from hip-fire-camera-speed to ADS-camera-speed and the cursor must be allowed to float freely during the entire ADS animation. The ADS behavior must work in this way even if it visually looks strange to casual observers (it will make since to the player actually playing).
Finally, a formula must be written that magnifies the players natural hand-movements in real-time to create sway, rather than adding a second artificial source of sway. This should eliminate the Gaussian vibration I spoke of in section 2 and will be more fair to dual-analog players who would still have to deal with the game's artificial introduced sway.
A final note...
At one point for Black Ops 2 Treyarch attempted to abate wiimote players complaints by simply increasing aim-assist for wiimotes. This is entirely the wrong approach (and is lazy). In my opinion if a wiimote player is playing on a high-response, low input-lag monitor, aim-assist is completely unnecessary and only inhibits predictable cursor and camera movements (for MW3 and BO1 I actually played on a CRT television rather than a 55" HD TV because input response was so superior). A small amount of aim-assist may be needed for players playing on modern televisions with measurable input lag, but aim-assist should still be limited.
*Addition made 9/29/13*
I believe this is of interest to Ghosts developers so I'm adding it to the original post here. When physics teachers desire to show an example of true chaos they will often use the Double Pendulum as an example. Even in completely synthetic Computer Simulations, much like the digital representation of Pi, there is no discernible pattern. This is essentially what wiimote sway looks like when we turn our cursor sensitivity up and is the reason that wiimote players have difficulty hitting successive shots of small targets at range.