I agree that given the subject matter, it was a bit disappointing to see so little debate, even if the debateurs were essentially in agreement. If they did agree about what games did it well or not, why not branch the talking into a general appreciation of where morality systems can benefit a game (which was mentioned briefly, and then ignored). Come on guys, you can do better than that?
For my own personal point of view, I do enjoy the added ability to steer my experience that these morality systems give. I don't so much mind that some are basically dividing the game into 2 runs, if only there is a marked difference to how the plot unfolds based on this. What I don't like is when either choice arrives at the same outcome, only by different words. Yes, I may need the macguffin, but circumstances should change based on the path chosen beyond me getting macguffin. For an easy example, maybe the difference lies in whether the macguffin holder remains alive after I get the macguffin.
I also detest the Stupid Evil choices that plague most of the Dark Side/Renegade/Closed Fist paths. Brutish behavior without consideration for even your personal benefit annoys me to no end. Dragon Age:Origins had a particular retarded version of this, in the choice to save Redcliffe or not. I'm trying to get the lord of the area to help me, yet I will not help even his main city? Nevermind the fact that I gain nothing by not helping except perhaps alienate this supposedly righteous man? (and from a gamer perspective, actually hurt myself by skipping out on the xp and loot) Bah.
ME tried to get it right by making the Renegade path about ends justifying means, and they have done better than most, yet they still slip into Stupid Evil territory sometimes. Can I have a cunning and intelligent "evil run", please? Maybe pepper the "good run" with a few "What the Hell, Hero?!" moments, to show that sometimes you shouldn't be a saint willing to see the best in everyone? Also, it wouldn't hurt to provide some benefits along the way to ultimate good or ultimate evil, to at least make the choice less clearcut. A simple neutral ending to the game that isn't an afterthought with no real closure of plot would be a start. Heck, let the neutral option be a path in its own right, not inferior to the other two or the opt-out option.
One of the better morality systems I've seen was in Fallout 2, where there is immense satisfaction in seeing the consequences of your actions, of which not all can be the rosy good kind at once, after the fact. If only they would have let me save The Hub and let it remain a festering sinkhole...