I totally understand what you are saying. Sometimes i wonder why you guys are using 4xmsaa instead of the smaa t2x that infamous uses, which looks much better and saves some performance compared to msaa. I also shared that the character models look damn near perfect and that the only thing that i would say needed improving were the eyes imo. But i know it's more complicated than it looks. You guys are the mastermindsI don't really want to comment on the stylization, performance, our characters vs. Activision's, etc. I've had enough of my comments end up as fodder for NeoGAF.
What I will say is that sometimes even small visual improvements are the results of tremendous amounts of time and effort. Sometimes it may sound like something should be as simple as me or another programmer opening up the shader code and hacking away until it looks better, but in reality almost everything to do with skin/faces/materials ends up being part of a rather complex authoring pipeline. Some things might require the rigging department to set up their rigs differently so that we can hook things up to joint animations. Some things might require iterating with our material artists for weeks to come up with a UI and workflow that allows them to quickly make the changes for all of our principle characters. Sometimes we're just so bogged down with actually making a game playable that we have to put off making quick shader fixes until a later point. No matter what, we have to be very careful about how we spend our time. We always need to make sure that we're putting our resources towards whatever should be the highest priority given our overall project goals and time/budgetary contraints. It's complicated and frustrating at times, but that's what engineering is all about.