I agree with some of the broad strokes of the review, the scope/ambition and world building are some of the biggest pluses in the game. Largely unrivaled even.
I think everything about the combat description is overblown. What's bad about it is not as bad as presented and what's good about it is not as good as presented.
For example I found the intricate combo system largely pointless. For one thing it's a pain in the ass to remember which combos start at which point so you're constantly looking it up. The helpers aren't helpful enough and looking up the combos in your dex is a pain in the ass. Further once you do memorize a few favorites you really don't feel under-prepared or any strong desire to learn more. The game doesn't demand it of you. It's a system without a purpose. Maybe masterstrikes contribute to trivializing the combos but I don't think that's it even mostly.
(The only mod of the ones mentioned I used when playing was the removal of slow-mo parry, because that was such a mind mindbogglingly stupid thing to not have a toggle for)
The big thing the review only hints at though is the flow of the game really can be a problem. Particularly at the start of the game, I really HAAATED the post-tutorial intro sequence and almost quit playing. It takes forever, its super railroaded and uses cheap tricks to keep you on rails. Also the review doesn't even note one of the worst quests in the history of all quests, the monastery infiltration quest. Pure gameplay cancer. Also I disagree that there are no fetch quests, there are some. Not enough to make anyone go crazy over it but they are there (the game calls them activities not quests, but they are effectively quests optional though they are). But I do agree that the major side quests and such are interesting and well done.