I found the easiest way to get through the initial post was to pretend I was hearing it read in the same tone and manner that Steven Wright uses to tell jokes.
Seriously, though, there's only so far 'mildly constructive' can go when you're positing such outrageous things. There are certainly design flaws in nwod, and in Werewolf 2.0, but what you're describing are not design flaws. You're just saying you wanted a game about something completely different than what this game is, and presenting ways to gut the one game to create the one you like. Which is fine for what it is, but it's not 'addressing design flaws'.
"I've found several design flaws in this bike! My wide and worldly experience shows me that people fall down on bikes way too much, so here are some hacks to make bikes work like they should. First, we'll have TWO tires in the front and back instead of just one. This offers stability, so people will be less likely to fall over. Then..."
Cool, bro, but it's pretty clear you didn't want a bike to begin with, and whatever it is you do want bears very little resemblance to the product other people are interested in when they think of bikes.
You're absolutely correct that there's nothing really about the Shadow in the core World of Darkness book. You're also correct that you could strip down werewolves to Fangs & Gangs which seems to be more or less what you feel the 'essential werewolf experience' is. Which again, is cool, because core wod is meant to be modular. You could absolutely strip Vampire down to fit any number of modern fiction stories. You could pick apart Vampire until you were just playing Dracula, really.
But that wouldn't be Vampire: The Requiem (or Masquerade), and you clearly don't want to be playing Werewolf: The Forsaken (or Apocalypse). If you'd just owned up to that to begin with, saying "I don't like Forsaken, but I love werewolves, so here's how I'd use some existing mechanics to create a werewolf game about being werewolves more how they're presented in movies and television, for playing in a wod-style setting that doesn't use Forsaken." or some variation of the same, you'd have probably gotten the constructive feedback you were presumably looking for.
To harp on the Shadow thing again, it's integral to the game because it's integral to the game. The duality of spirit and flesh, the lore and history, the very basis for why the Forsaken are as they are, is all fundamental to Werewolf: The Forsaken. The same is true of Tribes and Auspices, not just their form but their function. You can say 'you're a rahu because you act like a rahu not because it's what you are', but you could also say 'werewolves aren't born they're created by werewolf bites'. That would fit with a lot of modern fiction too, right? But it wouldn't be Werewolf: The Forsaken.
If somebody posted in the constructive forum that they felt Twilight was the definitive modern vampire fiction, ergo vampires being damaged by sunlight is a design flaw and here's a hack to fix it so people can play Vampire: The Requiem the way it should be played (and why not, since I bet way less than 1 in 4 players or staff ever have sunlight act as any appreciable threat, and just run 99.9999% of their scenes as if it's nighttime anyway), it's entirely likely they'd get mocked and ridiculed instead of getting constructive criticism or feedback.
You want American Werewolf in London? More power to you. Tribes, Auspices, the Shadow, etc, those aren't design flaws, those are setting elements of Werewolf: The Forsaken.
And before you trot out more lame rose-tinted-glasses arguments, I don't even like Werewolf. I criticize it almost as much as I do Vampire, but it at least fits into the wider wod cosmology for me. What you're designing just seems more like a werewolf-centric spinoff of The Vampire Diaries. Oh no we're monsters and shapeshifting hurts and...did we mention we're monsters? Cool.
Also stop harping on the Native American angle, you're starting to sound kind of racist through sheer repetition.
MILDLY CONSTRUCTIVE STUFF:
I do like the idea about a pack and the size of the territory it can claim having an impact on essence generated, but I'd still tie it to Loci (which can, have been, and should be awesome features). It would be pretty awesome if a werewolf pack's claim on a loci had a beneficial effect on that loci as a nexus between the material and spirit world, without requiring or inspiring the usual traumadrama.