A few of things to add from what I said before 50(!) pages ago:
I've seen a couple of nice bits of reactivity. A good example is if you do a gig which involves you killing a pimp, you can intimidate another pimp in the story to give you info by claiming responsibility for the demise of the other one. I guess the other neat bits and pieces highlighted before suggest very uneven/rushed development: care lavished in earlier-developed content, later stuff much more bare-bones and rushed.
Giving weapon mods or cyberware that converts your weapons to non-lethal is pretty cheap design. Although 'pacifism' has basically zero in-game effects, people might want to roleplay as characters reluctant to kill - at least in certain circumstances or certain people (e.g. I might be happy to kill an evil pimp and his lackies, but not the guards of something I'm stealing for creds - until they start shooting at me). When I did this in DX this gave a nice thematic handicap, as the less-lethal weapons were typically inferior to the more lethal ones. In this game, you can convert (e.g.) your mega damage tech sniper rifle which can blow through multiple walls to evaporate someone's head into a non-lethal weapon with trivial effort and downside. (The best quickhacks - contagion, short circuit - are also non-lethal, but that is one the least bad issues with hacking).
Per others, the game balance is generally broken to hell when you get north of level 20 almost no matter what. I can still murder everything ~my level (i.e. not 'red' enemies) even when using unoptimized kit my character is not specced in (on max difficulty). Per others, the large amount of open world content makes it hard to thread your way through the game without ending up over-levelled for the great majority of it (although even if you 'just' do the story missions you're still OP as hell). The level cap feels too high (you can max out 3 of the 5 stats at the level cap), so scaling down both level and XP rewards would help.
Worth emphasising how utterly broken quickhacking is. If you spec your character to be a netrunner, even at the start of the game (on max difficulty) all level-equivalent threats are ~2H-KO with a damage hack like short circuit, and the AI on alert is sufficiently terrible that you can 'peek out of cover - trigger hack - hide and wait for your RAM/cooldown - pop out again to kill' one enemy at a time with ~zero risk. At mid level and up it becomes the closest thing to an 'I win button' in any game I've played: ping not only gives you a wallhack for all enemies, but legendary ping (which you can get at level 15 if you beeline) lets you hack (not just see) them through walls. Combined with your bog standard hacks (never mind the 'ultimate' ones like suicide or cyberpsychosis) are 1HKO now, you can clear entire maps of enemies without even getting out of your car. Even if 'combat' is bizarrely triggered (which gives enemies perfect info on where you are), the AI is hopeless at navigating to you across the map, remaining basically in place whilst you hold tab to murderspell them one by one. It also trivialises the more interesting things you can do re. hacking environmental objects etc.
Also worth adding these problems with gameplay also undermine bits of the story: V says they don't want to mess with one character because they think they could take them out (despite them murdering everything that stands in their way so far with ease); one story beat wants to hype up an instance of remote hacking as being remarkable, despite netrunner characters pulling off more impressive hacks every combat encounter; all the netrunners having to jack in looks odd when the protagonist can do much more wirelessly; why only V has access god-tier hacking, or if others can why other characters/factions aren't killing all their enemies with hacks/not using implants or tech to protect themselves, etc.; some 'infiltration' story missions can be done guns blazing, yet (AFAICT) the bad guys are happy to trust (e.g.) the mcguffin you've hacked although everyone in the base that housed it got murdered. And so on.
I'm still pessimistic on a rebalance mod making the game an interesting challenge, just because the core(/unmoddable?) mechanics are so limited. There isn't much to quickhacks *besides* murderspells and debuffs. The stealth AI is so bad, detuning the damage (and the literal wall-hack) would only add tedium: if enemies are n-hit KOs, you can still repeat the boring 'hop out into LOS to hit the hack then hide again' n times with minimal danger (having all the enemies 'alerted' matters little, even if sometimes an alerted enemy seems to know where you are and start walking straight to you - although some encounters counter-cheese this by having a 'reveal position' hack trigger despite no enemy netrunner). The game isn't designed around better 'mechanistic' balance options (e.g. you have to find a computer/somewhere to jack in to the enemy network to quickhack people, and some are completely 'off the grid'), so the netrunner game is either 'stealth to the nearest laptop to initiate your murder spree', or netrunners end up royally screwed in scenarios where the mechanistic gate is not open to them (e.g. something similar to DX:HR's old 'boss battles'). Maybe you could make hacking 'debuff only', but even the debuffs are pretty powerful (reboot optics further trivializes stealth, cyberware malfunction seems to ~paralyse enemies for several seconds, etc.) In any case, hacks being 'point and click' limit how interesting the gameplay can be.
(Stealth is also too easy because the alert timers are far too generous: an enemy which spots me around a corner 4m away can still take a second or so to move into combat mode, but this has some hope of being moddable. The AI crutches of how 'combat' and 'alerted' enemies seem to know where you are looks harder to fix.)
I think there's also a problem where the AI is too underdeveloped to use all the toys in the game, making them essentially 'player character only'. Besides enemy netrunners hitting you with very mediocre hacks (only overheat and reveal position as I remember), I think there was only a few times where an enemy shot at me with a smart weapon, and I don't recall an enemy with a tech weapon blasting me through my cover. If they could it would be extremely annoying to play (e.g. "enemy tech sniper tracks and starts blasting you from the other side of a building, and there's nowhere you can go where they can't shoot you", "enemy netrunner uploads 'suicide': you die in 10 seconds"). I wonder whether a good rule of game design is "if the game would be stupid if the AI used the same abilities of the player, the game mechanics need work".
Maybe a 'realism mod' which flattens the hp/dmg/item bloat could help a bit (e.g. headshot with the starter pistol on an unmodded character is lethal) - the core gameplay is still borked, but as the player almost always ends up with 1HK mega weapons, giving the same to the AI might even the scales a bit).
A few folks here (and more on reddit and elsewhere) say they find the game is giving them a real challenge. I guess it might be attributable to a mass-market game attracting less experienced gamers: encounters (esp 'boss battles') would be a lot harder for those who won't naturally pick complementary perks (several reviews said they found the array of options bewildering), and who don't have years and years of FPS. I think this is a genuinely hard problem for single-player games (I can't think of many games which aren't 'easy' after a couple of playthroughs which are neither horrendous for newcomers or enhance difficulty by jacking up stats to encourage players to look for weird exploits/corner cases to abuse). But CDPR has failed horribly here, as there are so many broken features, many of which are 'baked in' to the core mechanics (e.g. hacking, health potion spam, tech weapons, crit damage generally, armour stacking, stealth AI, compounding %age buffs) that players at least as canny as 'I want to build character archetype X, so I'll pick stats/perks/items to complement this theme' accordingly will likely stumble on an effective 'I win' button.
Despite all this, limited and easy gameplay could still be tolerable for a 'storyfag': KOTOR 2 is one of my favourite games, despite basically everything in it being ludicrously over-tuned (e.g. lightsaber crystals and clothing items which give you +4 to multiple stats in a D&D game - and they stack) - I'm pretty sure you could beat the game on easy - maybe normal - with auto-level-ups and auto-attacks. The problem with cyberpunk 2077 is although it has a good story, it is a very linear one - most of the narratively rich sidequests have exactly 1 ending too. So the 'replay value' relies on the open world content (maybe most of the game by playtime) which doesn't have much in the way of story and so relies in turn on the horribly busted gameplay.