I think the problem was their balancing strategy was largely nerf based and their design vision was primary weapons should suck against most things. That's how it felt anyway. Like most guns weren't viable and they kept nerfing the viable ones until they felt noticably worse but still noticably better than other options.
I really don't understand their vision for the weapon landscape - most assault rifles felt bad compared to the laser rifle variant, most shotguns felt bad besides one pump and one auto and then they nerfed both of those so I haven't taken a shotgun in some time, and a sniper or semiautomatic has never felt good as a primary despite being what I'd normally gravitate to.
Half of my play time is taking something like the auto cannon or the Quasar (before they were nerfed) and using them more like my primary weapon.
The slots don't have identity because of this imbalance and the weapons within those slots don't have meaningful decisions because they fit either check some boxes - A) can harm most things B) is efficient at harming most of those things - or they don't.
In a game where part of their business model is releasing a couple of new guns every month I've used 90% of those weapons less than 3 times because they immediately feel bad at the highest difficulties.
So this new patch is, to me anyway, a blunt way to improve all guns and all viability - seemingly because they dont know how to do it any other way.
I never finished it because the alien would teleport too much. I need to install the larger leash mod and give it another go. It's also sooo long for such a tense game. I loved everything about it and I'm upset I haven't finished it lol.