This, pretty much. Also, you have people who are solidly medium roleplay and are annoyed at things both the higher and lower RPers engage in. This is a concept that probably isn't ever going to change, unless we choose to go fully one direction or another.
As for "well, it's obvious they're powergamers because they're overly paranoid or don't take the cloning process/dying seriously." I Kinda object to this notion. While I can understand not liking that behavior, I think this is an example of "not liking something and using roleplay as a false justification to stamp out said behavior". Much like any roleplay game, such as D&D, there's established paradigms and "laws of physics" within that universe. For SS13, there's a few things that are very clearly established. For one, cloning is available, doesn't cost anything from your paycheck, and is viable----for another, souls do exist and this fact is only going to be more cemented into Para, going forward (ie: https://github.com/ParadiseSS13/Paradise/pull/5890). Given these two fact, it's fairly logical that people treat death in a nonchalant; dying is going to hurt, sure, but the fact that you are the same person you died as and the fact that "revival is cheap", well, it's going to absolutely cause people to behave differently. Again, I can understand if some people don't like this, but to say that "remembering everything and treating death as trivial is bad roleplay", I would argue, is patently false.
On that similar line, due to the fact that shifts are, in some form and light, interconnected, it's also fairly reasonable that characters invariably would become paranoid over time. Not a day goes by without at least 15-20 crewmembers dying, someone shooting up medbay, nuke ops attempting to bomb the station, or aliens trying to dissect you. The frequency of this events happening is extremely high, to say the least. Due to the frequency of these events and the fact that all shifts are interconnected, again, it's only logical that, even from a roleplay perspective, people become paranoid and defensive. Again, I'll repeat; I can understand if someone doesn't like those effects, but again, labeling this as "poor roleplay", comes across as playing D&D then complaining about the wizard using magic (because you don't personally like magic or the impacts it has on roleplay in said game).
Now to get on to the main point. Removal of revival methods is only going to further serve to entrench paranoid behavior. Recall that I said that "revival is cheap", earlier; note that I didn't say "death was cheap", because in SS13 death is very expensive; there's a lot of situations where you can die and be out of the game for the next hour (or more). Making revival more "expensive" is going to make death more "expensive", which means people are going to do even more to avoid it, which will include paranoid/overly-suspecting behaviors.
This is one reason why I don't think removing cloning is going to have the impact suggested; it's going to make players more paranoid than they already are (and thus going even further in their mechanical proceedings to stay alive) while simultaneously making revival even more expensive. The latter of which, I don't think is needed; as pointed out, death is already extremely expensive in SS13--it makes sense that if is easy to come by and you're likely to stay that way, that if you are under the circumstances to be found, revival should probably be a little bit easier. It's a way of keeping players active and engaged in a game that is a 2 hour slog between rounds.
So, at the end of the day, I don't think removal of cloning is going to have nearly the "positive" impact on roleplay as some think; it ultimately requires a very very strict ruleset to address all the behaviors associated with it which are often illogically contradictory in nature (ie: cross round relationships/friendships are allowed, but experiences and events around the relationship are not), as seen on stations like Polaris or Bay. This is an insane level of administrative involvement that isn't going to happen on Paradise because of how taxing and time-involved it is, not to mention, the idea of "feigning stupidity" in a lot of situations isn't too popular with the majority of the community (or admins), either.