Wrong. The game has a great amount of enemy variety. It just so happens to be so large even FromSoft's inhuman ability to churn out distinct enemies couldn't keep up with it. Most open world games don't even remotely come close to the enemy variety of Elden Ring. The very fact you are expecting only unique enemies from a FromSoft game is because you are used to FromSoft's unusual high standards. No other company has this kind of demand imposed on them. Nioh literally had the same exact roster of enemies every single map. Dragon Dogma from the looks of it also has many repeated enemies. How come it's only a problem when FromSoft does it? Is it because you are expecting more from them?
Sekiro had some recycled bosses too btw, which did feel a bit grating but Sekiro was much more contained than Elden Ring and the recycling wasn't as extensive.
It's the same NG+ as all their other games except Dark Souls 2. Expecting them to revolutionize the way they do NG+ when they could barely fill up NG as it is it's a little unreasonable.
I hated there were no covenants but this feels more like a conscious decision not to have them than anything else.
large areas lacking in content
Define content. It's Dark Souls strewn across an open map. The content is the combat, same as in Dark Souls, and the open maps are designed pretty much in the same way, each being distinct from one another both visually as well as in the layout (somebody already mentioned for instance how Mt. Gelmir is coiled like a snake). In fact, it's kinda of impressive how the open maps still retain some of the Dark Souls design.
The issue is that it's unfeasible to have something as tight as Dark Souls spread out over a much larger space. That's where Elden Ring fell through the cracks in the end, but i wouldn't say the game lacked
effort. It's just that open world Dark Souls can't be done in principle, mostly because the Dark Souls standard is just too high and the quality can only be sustained when the environment is more carefully controlled.
tons of caves etc. with no reason to ever go in them once you know they only contain some shitty item nobody would want and nothing unique, not even an interesting layout.
Actually, the caves did have interesting layouts. They were all variations on the same theme, but variations they were. Each of them was like a different "take" over the same basic set up, and over time you can see there was a certain logic and progression, each cave having a unique "gimmick" that became increasingly more tricky.
Of course, the recycled bosses and useless loot was indeed disappointing, but again, that's just a direct consequences of Dark Souls simply not being suited for open world design.
In most open world games, finding resources or consumables in a random dungeon isn't problematic and it's pretty much expected. It's only with Dark Souls that it becomes a problem. Trying to make an open world game out of Dark Souls definitely felt like trying to force a square through a circle. Dark Souls is a game where every step you make offers something new, a new challenge, a new enemy, unique loot etc. Open world games by contrast are all build on repetition. Combining the two was basically unfeasible as i said. It's not that they didn't
try, which appears to be what you are saying here, it's that i don't think it could be done at all.
Fuck, half the questlines didn't even work on launch.
As far as i remember, all they did is add some steps in the Nepheli and Kenneth Haigh quests. The quests are pretty much the same as they were at launch. They are also anything but undercooked, not if you compare them with past Souls in terms of the frequency of the changes and number of them. In fact, Elden Ring sorts of suffer from having TOO many quests and characters.