A holodeck/shooting range that lets you test out weapons, spawn fake enemies and switch loadouts on your ship would be a cool addition to make it easier to test out weapons without having to go through a bunch of loading screens and scrambling around maps hoping to run into certain enemies.
A lot of the time I won't try something new for too long because I don't want to get stuck with it for a whole co-op mission if I don't vibe with it and dropping in on lower difficulties doesn't give enough of an indicator of how it will perform on the difficulties I play.
Also I feel like there should be indicators like "increased shrieker/gunship presence in the mission" or something because the side objectives can really change what weapons and stratagems I would have wanted to bring.
- slightly more patrols when comepleting side missions, a lot more patrols when completing main missions (seems like a weird game design choice??)
Pretty sure this was always the case and it generally makes sense to me both from a game design standpoint and an in-universe thing, if you're taking out critical objectives then the enemy is going to send more units there to figure out what happened and it's an attempt at disincentivising going off solo and completing objectives as you now have to deal with more patrols coming in (how well that actually works is debatable but I get the intention), as well as the fact that if clearing out objectives resulted in less enemies, the missions would just get easier as they progress and that's not a very enjoyable progression curve, ideally each mission should build up in difficulty with slight peaks and troughs throughout until the extraction which should be the crescendo (although often that's not the case due to nothing spawning).
I also disagree with the "Arrowhead doesn't know what they're doing" sentiment but I do agree that there's a lack of vision or direction in some of the patches they've done as well as some of the reasoning behind it.
The changes to patrol rate spawns depending on playercount is definitely a "Who was this for?" change as it's not as if masses of people were playing solo instead of co-op because it was "easier", like I get that's what the developers original intent was supposed to be and such patches happen real often where games don't perform the way the dev wanted them to, but I think it was a bit too late to make changes like that and the general player sentiment was that there was nothing wrong with it.
These types of games can be sort of collaborative with the community (except whiny idiots who don't know what they're talking about) and sometimes (very rarely) you do have to sacrifice what is your vision for something that more people enjoy, that's just part of games development nowadays, especially with GaaS.
Speaking of the extraction being the crescendo, it's disappointing how often that's not the case, I honestly think it should take longer by default (which would allow you to increase the booster reduction to make it not worthless as increasing it currently would almost make the extraction a non-event) and have more and harder enemies spawn, it should feel like you've just pissed off the entire area and now they're throwing everything at you in revenge, maybe even disable reinforcements once the extraction has started because why would they send people down just to board a ship? You've already beaten the mission at that point so losing here wouldn't be too big of a deal, but would make it feel like a real last stand where you're fighting tooth and nail to get out of there.
But then it's real easy to just go off about all this shit that I'd change or add to the game. Actually implenting... hell, anything, into a game isn't easy, least of all an online only server-based game and you get to a stage where certain things have just become core parts of the game and changing them would require so much work and introduce so much potential to break everything that it's an almost insurmountable task when they're already got so much on their plate to fix.