My big issue with Mass Effect 2 is it took the poorly handled Wrex situation and expanded it into a full game.
In ME1 if you're nice to Wrex, say the things he wants to hear, and take a time to invest in him by doing his quest, he'll live. If you don't care to take the time and do those things, he dies. So basically, if you like the character enough to invest time in him you're rewarded by keeping him alive and, at least in my mind, are robbed of the emotional impact of being forced to watch him die.
ME2 simply compounds the problem by building an entire game on this mechanic. So, if you take the time to talk to your crew, invest in them by doing loyalty missions, and pay attention to pretty obvious clues on how to assign people in the suicide mission, you escape from loss again.
Now I don't think that every game needs to have a meaningful character death but I am worried that Bioware is spending too much time in wish fulfillment at the expense of telling an emotionally engaging (their buzzwords) story. One thing is certain - if there was hidden meter that kept track of your relationship with Aeris that would determine if she was killed by Sephiroth, Final Fantasy 7 would have been a substantially worse game.