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Because they aren't there at all.
This becomes way less of an issue if you start seeing the upgrades as occasional bonuses instead of something important, which from what I've heard is exactly the case, as the upgrade system was supposedly tacked on the game later in development and doesn't affect the overall balance much at all (like I said, you can't even upgrade them on the highest difficulty).
You fight the giant Argus robot three times throughout the game and his last form goes down really fast. For the longest time I figured that was because I maxed out my assault rifle at that point, but no, he just doesn't have much health in the third encounter to begin with, weapon upgrades didn't factor in all that much.
You have an upgrade system that doesn't match the low ammo, high weapon switching gunplay.
And you also have a ton of mobility yet NEED to take cover constantly or else you just get mowed down.
All the movement mechanics are fast-paced and high-action, but you constantly accidentally turn on slow-mo bullet time both while just trying and aim and every time you almost die.
It's like Vanquish is fighting itself to determine its own genre. It's weird.
The boost rifle is the only thing that I feel you "must" invest in to get comparative mileage out of, since the standard rifle outperforms it with a few upgrades and has far better ammo economy to boot. The plasma beam and the lock-on laser are the only two weapons that felt weak, period. The disc cutter chopping off Romanov limbs - particularly their heads - means it'd be useful even if it did no damage at all.
However, the upgrade system was absolutely stressful for me on a first playthrough, since I had no idea what to prepare for or for which weapons upgrades would be most important. I think if the upgrade system had to stay, it would be better if it tracked newly found weapons regardless of whether or not you were already carrying the weapon and have it at maximum ammo capacity. Reward the player for fully clearing rooms and allow them to swap weapons on a whim without being shy about benching a weapon or two for a while. The level design already encourages it, with the 'special' weapons usually having favorable vantage points or enemy configuration.
I did not enjoy God Hard because it gave you less margin for error and stunts the core mechanics of the game; there's no doubt it takes technical skill to complete, but I enjoyed the Tactical Challenges much more, which were very difficult but still conforming to the rules of Hard.
Not really. Learning your arsenal and a few advanced techniques is enough to discard any need for cover in the hands of a decent enough player in most situations. Hell, there are people who who manage to beat the game on God Hard with no cover at all.
Cover in this game is like the auto-combo option for newbies and people who don't feel like learning the game you see in games like Bayonetta.