On the hother hand reports from the BF2 and Fallen Order devs have been positive when it comes to working with lucasfilm overseers. They get a lot of creative freedom it just has to fit within the SW universe and most designers don't inherently struggle with that idea. The idea that working with lucasfilm is a nightmare seems to be a gross exaggeration of what is a normal collaborative process where some ideas get shot down and/or and others get greenlit. On top of just trying to keep specific characters consistent so that we don't get stupid shit like this:
Like that post you quoted about the SW FO documentary, i've watched it, they never state that things are a nightmare, they state that there was a back and forth about the speed of Cal's force push.
It wasn't just one thing or one documentary. I've heard it from the Visceral team, I heard it from the Battlefront team, I heard it from the Fallen Order team, and I've heard it from the Old Republic team. The thing is, their "overseeing" impacts some people on the development team more than others. Someone who is a character modeler or animator is going to have a much more frustrating time waiting for approval for days on end when there's important work to be done than a level designer making a "less-important" desert planet that looks like Tatooine, especially as that's some of the harder work to do for a game and suddenly it's pushed back further and further into the "crunch" period. You can get by with a blurry texture or a poor model in a dense junk level, but players immediately will notice if you didn't have the time to polish an important character or story scene.
And, yeah, ALL license holders have some degree of oversight. Capcom talked about how Marvel has a giant list of restrictions and rules for their characters when designing Marvel vs Capcom - up to and including the position of Doctor Strange's fingers during spells and the animation of his hands. The difference, they said, was that Marvel gave them the big giant list of requirements for every character - what was allowed, what wasn't - and Capcom then had to just do one cycle for feedback to see if their approach fit Marvel's criteria. For Lucasfilm and their Star Wars projects, I've heard that wasn't the case. As a designer, nothing frustrated me more than designing "in the dark" without direction or rules, only to submit it for approval and get feedback that was the equivalent of "not what I'm look for, give me another round of ideas, I'll know it when I see it. Change their shirt color or something. Make the walk cycle cooler."
So in isolation, one example of "make the speed of Force Push faster" isn't that bad. But I often hear it's far more than that. EVERY thing must get approved by Lucasfilm - every character, story beat, alien world, ship design, weapon design, hair design, clothing design, creature design, plant design, voice line, voice delivery, etc. - and that just naturally slows things down. Good games can take years to make even if everything is going smoothly with fast approvals.
Which is a testament that, yeah, Battlefront 2 got good and Fallen Order was solid, which is a massive achievement given the extra hurdles needed to get it to store shelves, and likely a reason why they were both still released in a rough state.
This project was cancelled before Fallen Order was released to glowing praise and sales that exceeded expectations.
Which is why EA should have had more faith in the development team and license instead of jumping the gun and thinking these type of games aren't viable.