I can't agree with the tone of the review. It does point out some of its shortcomings, but others come across as subjective inconveniences.
I've just reached 230 hours and I'm on my second campaign, on Expert Ironman. The first ended fairly early, shortly after a bad caravan contract and a Brigand Leader murdered one of my key brothers. One of the things I really enjoyed at first, and still do, is how terrain and enemy diversity forces you to adapt how you play. Nachzehrers require that you take corpses into account, either by advancing your front line forward or denying their movement. You also generally don't want to pick them off at range. Orcs (depending on the type) force you to re-consider the back line, high ground positioning, and how you will engage them. They can charge and stun you, bust right through your front line, or easily knock someone off the high ground, leaving him surrounded and vulnerable. Necrosavants will often become the priority in any given encounter, and finding effective strategies to deal with them reliably is essential. War dogs and nets for instance are fantastic for a lot of given situations, including Necrosavants.
This brings me to character builds. It isn't an everglade of diversity, but it's far from limited. I've created a few special purpose builds that I've found quite useful. A character with mace specialization, adrenaline, and rotation is a fantastic support character to deal with Necrosavants, Geists, Orcs, and swapping out with brothers on the verge of death. I have another character who is dedicated to a Warscythe with overwhelming and adrenaline. I've recently been experimenting with a Wildman background character using the Beserk Chain to great effect. I also recently started using the Goblin Overseer arbalest on my crossbowman. I typically run two Spearmen on my flanks one space separated (S XXXXX S). The Overseer arbalest has a chance to push the enemy back on a hit, further delaying the flanking targets, and in the case one manages to push in, giving me another chance to push them back and Spear wall again.
As for some of its shortcomings, I would have liked to see a further emphasis on the simulation, and increased diversity with the maps and contracts. For instance, when attacking a stronghold or taking part in a siege of some kind, it would be nice to have those as part of the map. These are likely due to the size of the team and development budget. They ultimately decided to focus on making the core combat and surrounding design elements their priority. That said, I think the game in its current state is still fantastic and more than worth checking out. I have high hopes for whatever they decide to do next.