So with the mixed opinions on the new Mechtech gimmicks I was wandering... what makes a gimmick good or bad to you other than the obvious... Gimmicks that hinder the playability of the toy. Or to put it another way, if the gimmick doesn't damage articulation in any way what other reasons are there that you personally hate it? To me me a good gimmick is something that adds to the toy enough so that you forget it's even a gimmick. A bad gimmick besides the obvious is when the gimmick is kinda pointless. And by pointless I mean if you loose the part that is suppose to trigger the gimmick or even disable the gimmick it doesn't ruin the overall playability of the toy. I can use the Armada line for a good example of this because the Mini-con gimmick came in 3 types. Type A. The most often seen, gimmicks that hinder articulation of the figure. See any of TJ's Plastic Addict reviews of Armada toys for examples of this. Type B. Gimmicks that don't hinder the figure but don't really add anything to them either. For example Starscreams cannons that in the show need his Mini-con to access them but on the toy you can pop them out some times without even trying. Type C. This was really only seen with Cyclonus because there are 4 Mini-cons specifically made for him. 1 that came with him and the other 3 came as their own little Mini-con team. But all 4 of them have a purpose as a new front to his helicopter mode. The one he came with looks the best but they all add a feature to his helicopter that he didn't already have without them and none of them hinder anything by being attached to him. Now I personally don't know what to think about Mechtech weapons because they don't really take away anything from a figure but I don't think they really add anything to them either. I don't have allot of them but of the ones I do have the only ones that really seem to matter are HA Roadbuster's engine and Megatron's gas tank/fusion cannon. I'm not sure the HA even counts because it doesn't have a transforming gimmick like the others bit it has a peg that fits into the mechtech ports so I'm counting it anyway. I think these are both kinda hit and miss gimmicks. Can't really say they're all bad, can't really say they're all good either. All this being said... I think I'd have to say that the worst Gimmicks are Spark Crystals. They literally add nothing to a toy. Energon Stars is a really bad gimmick because for toys they really do nothing even though I kinda like how they look they still don't do anything. Cyber Keys because you can trigger the gimmicks even if you loose your key as long as you have something that fits into the slot to press the button with. And I'm really a little annoyed with having to use a gimmick feature just to transform Primus. I love the mold but I wouldn't mind having a retool that can be transformed without the cyber key or Omega Lock. Human Alliance because really the humans do nothing. And Mechalive for the same reason Spark Crystals are a stupid gimmick. I guess these are more pointless gimmicks than bad gimmicks but that's just my opinion of what a bad Gimmick is. The only reason I'm steering away from Gimmicks that hinder the playability of a toy is because I already know everyone agrees they're bad so there's no real point in talking about something everyone knows. Anyway... My idea of good gimmicks... Combiners, Triple changers, Transmetals, and double agents. Yeah not allot of good gimmicks, mostly bad ones but there's allot I didn't list as good or bad because there's examples of both in the gimmicks I didn't mention.