Using speed to run away from someone doesn't work that well unless you're very close to cover since you don't move nearly as quickly enough to actually dodge unless the person shooting you has terrible aim. My first instinct is to run for cover, but it often doesn't work unless I have armour mode already on.
Having to cloak so often ruins the pacing for me. Too often I'm stopping for energy, so I must have stealth enhance on. Sure I can use nano recharge, but the pacing is still greatly segmented, the resting periods are just shorter. The problem with running around in armour mode is that usually others can get the jump on you and significantly reduce the advantage that your armour gives you, especially if they also have armour enhance.
Modules are highly situational, so you either need to guess what you'll need or you're fitting yourself into a role such as sniper. There are a few general configurations that are best for most situations, though, and I find myself only using other modules so that I can gain experience points faster. In extraction and capture the relay modes, it seems to me that armour enhance, stealth enhance, and mobility enhance are the optimal modules. There is also the issue of levelling up these modules. You're clearly at an advantage if you have the same modules as someone, but yours are levelled higher. This game rewards people simply because they spent more time with the game.
Accidental grabbing of ledges doesn't happen often, but it happens enough to be a nuisance. I'd say it's pretty easy to see how that could happen when you only need to look in the general direction of a ledge to grab onto it. I absolutely disagree with you about controls. There is a delay in jumping, limiting its use in combat, especially given how quickly people die in this game. Accidentally executing a power jump just because I held the button down for a split second too long is also annoying.
I didn't even bring up netcode. Crytek has always had crummy netcode. Though now that you bring it up, I must mention how cheating is even worse in Crysis 2 than the original. At least the original had punkbuster. Crysis 2 shipped with no cheat protection and when pushed to add it, Crytek just released a configuration file that gives criteria for cheating. Too bad this is stored on the client side and can easily be edited. This is made even worse since servers can only be rented, limiting the modification that can take place. Cheating was also pretty rampant in the original, but users came up with custom anti-cheat solutions which they could add to their servers. That's not the case here.
As for multiplayer dying quickly in the original Crysis, I'd chalk that up to the high learning curve. Crysis 2 is much easier to get into, but I think the ceiling for player improvement is much lower, so it'll get boring a lot sooner. I can definitely see Crysis 2 dying within a few months. After unlocking as much as I care to unlock or if another good game comes out, I'm done with this game. I may even return to the original Crysis since there are a few servers still up.