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I actually own one of these. It's the true Descenter's controller, never mind what the MS Sidewinder 3D Pro fanboys might say!
But the serial interface and mere six buttons cripple it. The ASCII Sphere's added D-Pad and extra buttons would help a lot, and while there's the OrbShield project to serve as a USB converter, I find it far more practical to just get a 3Dconnexion device, unless your sole goal is to play Descent II on an older computer with unlimited turn rate.
Anyway, as for a general-purpose gamepad, the problem here is that many games have different requirements and feel better with different pads as a result.
-2D games feel best with a Neo-Geo CD-style microswitched thumbstick (or, failing that, a Genesis or Saturn-style D-Pad) and microswitched face buttons, preferably a 6-button A/B/C/X/Y/Z layout. It's all about precise digital control...except for those 2D games designed around dual-analog controls, of course.
-3D games need comfortable analog stick placement, minimal center play (something Microsoft consistently fails at), and in certain cases with the PS2 and original Xbox, even analog face buttons and shoulder buttons.
Even then, dual-analog designs don't work as well as the aforementioned SpaceOrb 360 for full 6DoF control...but the SpaceOrb, in turn, doesn't work so well for games designed around two independent sticks, and there's no way you can accommodate both effectively on a single gamepad without turning the whole thing into an ergonomics nightmare.
If I had to take a crack at the all-around "perfect" gamepad, the result would probably be something akin to the DualShock 4, with its D-Pad replaced with a Neo-Geo CD-style clicky microstick (albeit with microswitches that aren't infamously unreliable), the face button count increased to six, and retained button and D-Pad pressure sensitivity to ensure it doesn't suck for PCSX2 use.
Before you bring up the general non-use of analog buttons, I can think of several examples:
-Ace Combat 04/5/Zero (Truth be told, I'd rather play these with the Hori Flightstick 2, but that aside, the first two demand a pressure-sensitive Square so you can adjust the map zoom, a pressure-sensitive Triangle so you have control over your padlock zoom, and pressure-sensitive shoulder buttons so you have fine control over throttle and rudder. Two of the thumb buttons on the Flightstick 2 are pressure-sensitive for exactly this reason.)
-Metal Gear Solid 2/3 (I don't know what the hell Konami was thinking with the control scheme in these games. For starters, your weapon fire button is on the face, you shoot by pressing and releasing, but to put away your gun without shooting, you have to GENTLY release the button. It's extra-"fun" if using a full-auto weapon, where you now have to hold it lightly to keep the gun out WITHOUT shooting!)
-Grand Theft Auto III/VC/SA (It's a much more minor example here, but you'll notice that the vehicles have analog gas and brake despite being mapped to the face buttons. Replicating this behavior on PC requires VCAMC and SAAC, respectively.)
As for examples I don't know of first-hand, but have been reported elsewhere:
-Eternal Ring (From Software apparently decided that analog mode on a DualShock 2 should entail using the pressure-sensing on the D-Pad and keeping the analog sticks completely useless. How they went from that kind of thinking to a completely sensible control scheme in Demon's/Dark Souls, I'll never know...)
-The Bouncer (Your main attack buttons apparently work differently if you press them light or hard.)
-SOCOM series (Press Triangle lightly to crouch, press hard to go prone. A common complaint of SmartJoy FRAG users back in the day was that they COULDN'T crouch due to the inability to map keyboard and mouse functions to anything less than 100% pressure on a button, and Zipper Interactive didn't take the Infinity Ward approach of holding the button down to go prone and tapping for crouch.)
All in all, though, I have to keep several gamepads around depending on the game, because one size does NOT fit all.