Oh, I though that the various playthroughs where all the same story from different perspectives, but now I'm playing a whole continuation of the plot? Strange.
The more I go through the game, the more fascinating the plot and setting become. But also, the more I realise how shallow the gameplay is. 9S hacking minigame was fresh at the beginning, but then it never evolved a single bit. The game gives you a dozen or more different melee weapons and attack chips, but there are basically no hacking upgrades. No increase in health, time limit, damage, or other types of hacking bullets.
On the other hand, the game buries you with useless mechanics: crafting materials, chips, weapon enhancement, pod enhancement, skills, even --to @bmo's delight, I'm sure-- fishing! All of which are basically pointless since I'm able to breeze through almost any encounter without much if any upgrade.
Money is so ridiculously common that you can buy healing items by the hundred and still have enough cash to buy the Moon back from the humans. No reason to use anything but the smaller healing item, too, since you can pause and use as many as you like. This renders almost all defensive chips useless, since damage is just a nuisance.
Oh, and all those weapons? I haven't found any use for them, really. The starting sword seems to be the best one and I also found the apparently best slow sword really early in the game. The weapons merchant never had any weapon even close to what I had. So the hack-and-slash gameplay also didn't evolve very much. A2 was an opportunity to introduce new moves, but she plays exactly like B2, which not only is a disservice to gameplay variety but it also kind of undermines any investment in losing 2B; it's hard to mourn the loss of a character if they are replaced by a clone almost immediately.
Also I think I'm missing some esoteric crafting material to upgrade my pods, and I haven't had any reason to use any other pod skill than the laser blast. So add that to the pile of game mechanics that I never used and never had reason to use.
And the world is also similarly shallow. The first hours surprised me with the open-world design, but this tiny area is not enough to hold 30+ worth of game. Areas are recycled over and over as new objectives make you go back to the same zones multiple times. How many bosses do I need to fight on the same exact crater?
This game needs to be much leaner. Remove the crafting, remove all the crap items without any use, remove fishing, remove animal baiting and remove the boring sidequests that amount to nothing (that sokoban-like minigame is the first one on the chopping block). Then, add a couple more interesting hacking chips and more location variety.