KOTOR wasn't a hack & slash dungeon basher..
Neither was Baldur's Gate.
KOTOR followed the BG2 formula in that regard, which have been standard ever since. In both Jade Empire, Neverwinter Nights II, Mask of the Betrayer and Mass Effect this "moving between minor areas" formula is repeated. The middle part of ME tried to be a cure of this but failed. Storm of Zehir is the first attempt to move back into a more free-roaming landscape. I wouldn't note that issue in a thread that complains over a game with the same flaw. Try to compare Baldur's Gate I with the middle part of ME if you like to debate free exploration...
I don't follow you. None of that has anything to do with what I pointed out, which is the fact that the maps in KotOR were small and linear compared to the Baldur's Gate, and even compared to BG2 to a large degree.
In BG the majority of the items didn't show up on the character at all. I remember that being a key issue to not allowing dualwielding in BG1. BG1 being a classical dungeonbasher of a popular IP had all the equipment types that is traditional to fantasy games; rings, amulets, arrows, armour, helmets, shields etc. Sci-Fi games rarely have that range of items and there are some reasons for this. First one is the lack of magic items, then in most Sci-FI IP's Armour doesn't stop blasters....
You're using semantics vs facts here again. Who says Sci-Fi games can't have as much a variety of items? Bottom line.....it was down-sized.