My feeling/opinion that the entirety of the mechwarrior series are both simulators and video games.
I'll make some comparisons between MW2 and MW3 and MW4
MW2 Cockpit: While there is no actual buttons or switches that you physically push/pull, actions are generally viewed through the Heads Up Display (HUD). Mech damage, weapons (grouping, selected, being fired, destroyed, etc...), Radar, targeting, sending orders to Starmates, Night Amplification, Enhanced Imaging, etc..
MW3+4 Cockpit: While there is no actual buttons or switches that you physically push/pull, actions are generally viewed through the Heads Up Display (HUD). Mech damage, weapons (grouping, selected, being fired, destroyed, etc...), Radar, Targeting, Sending Orders to Starmates, -- I cant recall Night Amp, and Enhanced Imaging is clan tech only (that it being actually integrated into a warrior's brain or whatever), etc...
MW2 Movement: Keyboard or Joystick Controls. First Person Cockpit View or 3rd Person Mech View. Mechs able to move forward and in reverse. Mechs able to torso twist. Mechs able to use Jump Jets (jump to different elevations, maneuver, etc...)
MW3+4 Movement: Keyboard or Joystick Controls. First Person Cockpit View or 3rd Person Mech View. Mechs able to move forward and in reverse. Mechs able to torso twist. Mechs able to use Jump Jets (jump to different elevations, maneuver, etc...)
I will point out (because if I dont, I'm sure many others will

) that MW2's Jump Jet system was more versatile/agile than MW3+4. MW3 (i cant recall for 4) did have directional jump jets, but not in the same agility that MW2's mechs had jump jets -- being that the jump jets in MW2 allowed you to change course mid-flight very easily while MW3(&4) only allowed you to fly in a certain direction with limited or no ability to change flight path mid-flight.
I also do contend that the use of jump jets in MW2 is not in par with how Jump Jets were used in the battletech board game -- i.e. you cant jump forward 2 spaces and then all of a sudden decided to go back 3 spaces. Although thanks to MW2's Jump Jet system, DFAs were made easier (although DFAs were intended as last resorts, and generally looked down upon by clans unless as last resorts). But also, not always has the mechwarrior series stuck to battletech cannon characteristics -- like the Kodiak DFA-ing the Mad Dog in GBL Opening.
Also, Jump Jets in Battletech (the game and novels) were not designed to "dodge" shots. Jump Jets were designed to assist mechs to get to higher/lower elevations, get into better positions, and make shots more difficult for chances to hit (in Battletech, your movements are first then your weapons phase is next).
MW2 Single & Multi: Single Player Storyline Campaign, Single Player "Instant Action", Multiplayer enabled
MW3+4 Single & Multi: Single Player Storyline Campaign, Single Player "Instant Action", Multiplayer enabled
MW2 Mech Loadouts: Able to Customize mechs freely
MW3 Mech Loadouts: Able to Customize mechs freely
MW4 Mech Loadouts: Able to Customize mechs with dedicated hardpoints, and omni sections (i.e. only energy weapons in Right Arm, Left ARM can hold Ballistics only, etc, etc...)
I know that the MW4 Loadout system is unpopular by many here, but I do like the loadout system in MW4. To me it makes sense and it also forces the player to be creative in their choices in mechs. As many of you here are aware, when most of us play a game of c1 in netmech, pretty much it comes down to the same load outs: Load up on a lot of ER Meds, if not ALL ER Meds, maybe a few pulse lasers, and put as many heat sinks and JJs as possible. It involves a lesser degree (IMO) of creativity, and mostly the game comes down to either luck of where you place your shots or DFAs.
As far as hardpoints in mechs in MW4, it makes sense to me because not all mechs are made the same, and not all mechs are Omni-mechs.
As far as "pop-tarting" in MW4 multiplayer, I hadnt had much gaming on MW4 Multi. I did play for a few months, but in the earlier days of MW4 -- i guess before poptarting was invented and mods came out for mw4.
IN summary, Mechwarrior 1 (i know most of you havent played MW1) through 4 have had pretty much the same basics, but had some variations between each game. All games were a pilot in a cockpit, with ability to move and shoot, the ability to customize a mech, and a storyline. It wouldnt make sense to me to classify mech2 as being the only simulator in the series when the other games had the same concepts. Of course all 4 games in the series had very different
gameplay styles, that doesnt make one game in the series to a simulator and the others not of being the same genre. Admitly so by Microsoft, MW4 was geared to be more combat based...but that has been true for the entire series before hand.
Another (weak) analogy is saying that Starcraft 2 isnt an RTS because the gameplay is/will be different to Starcraft 1
Again, this is all just my opinion.