Anticlimax Boss: While Big Gold is a Fragile Speedster, unlike some Mooks, the party has exceptionally easy means to bypass her high evasion stats (such as the "Strike" Spirit Commandnote Gain 100% accuracy for one turn). Cue Big Gold being taken down with about four strong attacks, whereas other bosses take twice as much.
Crowning Moment of Awesome: At the end of the penultimate, the Big Bad tries to wipe LOTUS out by shooting them with a BFG from the moon. How do our heroes survive? By having the Rushbird absorb all the energy and transfer it to the Straybird, who uses it to create an "Imaginary Road" large enough to teleport everyone directly to the moon.
Demonic Spiders: Regulus Alpha; these units come with Hit Points worthy of a mini-boss, a barrier, potent short-ranged attacks and a tendency to make good use of their "Support Defense"note Pilot can provide defensive support to an adjacent ally and "Combo Attack"note Pilot can attack both units in a partner squad; at higher levels, target additional squads pilot abilities. Some of the levels in the game are positively swarming with them
Ensemble Darkhorse: Let's put it this way - if any flaws of L is mentioned, it's likely the fact that Yuunagi Graife is more interesting than Ichitaka, and should've been the protagonist of the game, or at the very least, a selectable protagonist.
Fan Nickname: "SRW Lazy", a derogatory moniker used after the game's announcement due to the number of rehashed series from previous Nintendo DS SRWs and several "Filler" series. Of course, this is before players discover returning series receive tweaked and/or brand new animations to match their return.
Hell, even Durandal, the Big Bad of the series, is ultimately convinced by the heroes that humanity is capable of deciding its own future, and even pulled a Heroic Sacrifice by ramming the Messiah fortress into the moon, helping the heroes reach Big Gold and Neos Gold.
Rescued From TheScrappy MechanicHeap: The "Partner Battle" system is re-balanced and re-tooled than its use from Super Robot Wars K, offering the ability to switch partners on the battlefield and extra options for defensive and offensive actions, while removing increased Will gains and reducing the ability to destroy everything via the "Combo Attack" pilot skill for solo units.
Scrappy Mechanic: The series staple of equipable parts to further tune units is removed in favor of bonuses from the "Partner Battle" system, forcing players to use the system. Even though the majority hated the system in K, despite it being fixed in L, some players still wanted parts.
The system also makes it a nuisance in that players are required to set up partner units to see allied units on the deployment list before the start of a scenario, even if the player is planning on sending some out as solo units. Further complications arise if players forget what their previous match-ups with allied units were, especially when new units enter the party or route splits occur.
Moreover, if a unit is story-mandatory for a scenario, it can no longer be deployed with a partner and has to be re-assigned a partner to be used in the next scenario, as if freshly recruited. Players HAVE to check the partner setup screen after every single scenario because of that.
Realistic or not, disabling "Dynamic Kills" until in-game events on bosses irked some players. Some bosses, like those from the Jama Kingdom, don't even get a Dynamic Kill animation.
Tear Jerker: Sting's death is probably one of the saddest moments in the entire game if you unlocked Stella. Unlike in the show, he survives the destruction of his machine at Heaven's Base and pilots another Destroy Gundam during the attack on Requiem. If Stella is present, she calls out to Sting, begging him to stop fighting. But Sting already had his memories wiped at that point, and no longer even remembers Stella. After his Destroy Gundam is downed, Sting finally comes back to his senses. Stella begs him not to die, and Sting, hearing that she said her own block word without going into a panic, realizes that she has overcome her mental programming, and dies content knowing that she can go on to live a normal life as an ordinary girl.
That One Level: Scenario 30 of the Space Route, where the player must survive 9 turns against never-ending waves of Vajra while ensuring no Vajra unit reaches the building where Ranka Lee is in. Here's hoping the player has enough patience and/or tolerance for this scenario, especially if they didn't upgrade particular units with them. Even with Brera Stern flying off to one corner of the map and parking there to fight the Mooks by himself, it's still going to be a nightmare getting through this scenario due to the large area the player must protect against the Vajra from.
Scenario 35 features That OneDuel Boss between Iczer-1 and Iczer-2 as the rest of the party fight wave after wave of respawning Mooks, then Big Gold and Moon Will arrive, both with question-marked Hit Points (actually six-figures) and a bunch of tough reinforcements, with four copies of Neos Gold as backup. If this is players' first playthrough and they didn't cherry-pick the strongest min-maxed units nor brought along long-ranged units, prepare for a Marathon Level with three Marathon Boss fights in it, taking roughly several hours to beat.
This is due to the trend of having a series listed in order to use its units (the Nu Gundam being the best example), thus Rebuild of Evangelion 2.0: You Can (Not) Advance is included to justify having Asuka.