I disagree. Vampire's combat is pretty much combat you'd expect from RPG. If your character suck, you suck at this too. Simple as that. And can't say guns are badly executed like Fallout 3's dishonesty. Recoil is hitting hard as rock unlike modern shooters like Fallout 4's dishonesty.
Eh, no. Animations, hit reactions, AI...all poor, doesn't matter if it's an rpg.
If they add "powers", Vanquish ( I think I mentioned this before
) is a lesson-to-be-learned for all developers on how to tie them with shooting/movement mechanics instead of generic bind it to keys and spam whenever you like.
To make player more proactive, they could tie to it adrenaline mechanic, depending on variety of player actions ( movement maneuverability like in RE VI, specific, targeting of vulnerable body parts like in Binary Domain) and skill( headshots, accurate reloads, etc), to mitigate stick to cover play of typical TPS ( usually resolved with waves of enemies rushing or spamming grenades on you).
Plus, further upgrades could allow the player to overload or add on top a variety of secondary effects. Or energy would also draw from your health, giving it a more high risk/high gain feel.
Entire skill trees could be made on this, making combat way more dynamic and interesting than in any TPS, while having a ton character building as result.
Imo, far better than building character ( like in Fallout/Wasteland) through +x% percentage to damage/to hit with pistols and shooting like a drunkard without any skill.