Lol it's simple and I dont know what the fuck are they asking about this.
Real quests aka side jobs like Panam storyline, River storyline, Judy storyline or Peralez quest were generally good and there should be much more of these types of quests. Gigs were pretty boring and samey but there were some good ones that had more effort put into them like the gig with cop investigating smuggling operation or the one where you had to infiltrate corpo hotel to kill one of biotechnicas managers. Copy and pasted gigs were shit. Conclusion make more side jobs you African Americans and put more effort and story into gigs.
Which means: the should have put more The Witcher 3 into it.
The main quests of TW3 are similar to Cyberpunk in that they feel somewhat connected to the main plot, and this is fine. However, their approach of
less is more to shorten Cyberpunk because
wah normies thought TW3 was too long despite selling trillions of copies is the main issue. Instead, CDPR tried to artificially stretch the game with a bucketload of mostly terrible gigs that feel exactly the same, which is the laziest approach possible.
Side quests in TW3 always had some dialogue and interaction with the interested party. You either know about the quest through one of the many notice boards or by talking to people spread around the game world. You then proceed through the quest, which, unlike CP2077, doesn't necessarily mean having to engage in combat all the time. You do whatever you have to do, and then return to the quest giver and get your reward. Many of the quests are simple, yet they managed to make all side quests somewhat related to the game world and plot. I don't remember a single quest from TW3 that felt like a chore, and there were dozens upon dozens of them.
CP2077 replaces all that game world immersion with half a dozen fixers that will call you whenever you approach a yellow marker at the map. You then receive a call telling you there is a quest, get an SMS with the quest details (which you don't even have to read, just follow the quest compass instead), and proceed to complete the objective, which always ends in combat. Right after you are done, you are told to leave the quest area and you get another call from the fixer to complete the gig, and you get your reward. Rinse and repeat ad infinitum. Nearly every gig feels disconnected from the main plot, and there must be like ten variations they loop through for every gig in the game (kill gang members, kill cyberpsycho, rescue NPC#2122, steal datashard, etc). And that's it, this is the extent of your interaction with the entire Night City: through phonecalls and SMS messages. You don't meet a single NPC asking for help, you don't interact with anyone but fixers, and you don't get to explore places to receive new quests.
It's extremely unlikely that CDPR will change any of that, condemning CP2007 to be forever lacking no matter how many patches they drop, because the base game is built upon poor design choices from its core.