Yeah, I also found it annoying, but the more I've played, the more I've begun to understand why they did it this way. First off, most augs are automatic and don't require additional power, so no issue there. However the ones that do need power require you to carefully manage when and how long you use them, since there aren't a huge number of power bars in the game. As for take-downs taking energy, I could see how they were going for a balance so you're not exclusively using take-downs for the entire game. So despite how frustrating it can be at times, I also realize that it's meant to help mix things up and keep me from relying elusively on a single tactic, unless I can muster the patience to wait for the damn battery to recharge all the time.
First, only being able to regenerate a single energy bar no matter what augs you have is just dumb. A terrible design decision, and it makes the lack of any melee other than takedowns a real problem (and why does a takedown take energy anyway?). It DEFINITELY makes a lot of the manual activation augs like Stealth, pretty darn useless until they release their first DLC--a GNC Nutrition store to supply you with the hundreds of energy bars you'll need to fuel them.
Cloak is a lifesaver for just about any character build. You shouldn't use it for very long periods of time if you're watching energy, but it's great for quickly getting from cover to cover without being seen, or making a hasty tactical retreat when you're spotted. Plus, you can cloak up to someone to do a takedown, and so long as you didn't use a full battery with the cloak, it's essentially free since it will recharge. The aug that lets you takedown two guys at once is also pretty cool and exciting, since I've noticed TONS of times two guys were standing together just chatting away. Combine with the cloak aug so you don't have to worry about being spotted, and it's basically free XP just waiting to be collected. I also use the aug that negates fall damage all the time, especially in China, since it's all rooftops and drops, plus there are plenty of locations in the game where it gets you to a secret area or past hazards. The stun attack on land will also have you looking for all sorts of new opportunities to "drop in" on groups of enemies
The augs also feel mostly worthless. Other than the hacking augs, are any of them TRULY useful or exciting to get? Sure, it's nice to pick up refrigerators, and stand in electricity or poison gas the one or two times per game that it was useful, but otherwise I didn't feel like any of them were a big deal. On my second playthrough, where I intend to go guns blazing, I might feel differently about some of the combat ones, but for a stealthy/pacifist character, they're pretty useless.
Admittedly, a lot of the augs were just nice-to-haves, however I found most of them useful or convenient in some way. Hacking, of course, undoubtedly begin the absolute most valuable of them all!
Considering I would always capture every data node before capturing the goal node(s), I had no idea until you mentioned it just now
How long did it take everyone to find out that if you just capture the "enemy CPU" node in hacking segments that you got all of the rewards as if you hacked each Datastore node itself? I must have been more than 3/4 of the way through the game before I figured that one out.... lol