I agree whole-heartedly, in my opinion. But others may disagree that I actually agree.
... i think the player would have a greater feel if: they jumped on the tank using the simple jump scripted to the player, they melee the door open then they do WHATEVER they choose to do to accomplish the task... please give opinions on this as am sure every person has different views and might think am talkin bull

... all i'm saying is, let the player feel like he's affecting the game, not watching it...
I differ very slightly here. But some may say a-lot.
I say to "interpret" the user controls differently in different situations.
EG The Jump key.
When standing still, just jump on the spot.
When walking/running, jump a short to long distance.
When standing in front of a low wall, "vault" over the wall.
When standing in front of a ladder, grab the ladder and start climbing.
When standing in close below a climbable structure/rope, jump up and grab the object and hang.
To me, this adds more flexability by making some of the players behaviour a bit intuitive, and reduces the
number of control keys required, and minimises the players need to think, "which key does "this" again?"
But other people Ive spoken to, gamers not programmers, feel this is starting to feel a bit scripted.