Mostly a sense of negligence, and in ways that tend to stick out the most. Not in bugs you can shrug off, either. Cheaters get their loot, then everyone gets something taken away. Miscommunication, miscommunication, miscommunication. Oversold features. Buggy features as prime selling points. Etc., etc.
Balance hasn't been as horrible as many will contest, but there have been rough patches for certain jobs, and they're right to feel offended by the neglect they're experiencing.
A lot of the content just feels really shallow and wholly predictable, as if someone ran down a checklist of time-filling activities necessary to make a game rather than going whole-hoggedly for some sort of envisioned goal they felt passionate to design.
Nothing new at this point, but there's a ton of RNG, and in the wrong places. Moreover, the appearance of "so much still to do" when so little of it has any chance of benefiting you just detracts from the actually beneficial things. Rather than seeing the ladder of progression, we see the daily waste pile or charity scraps to dig through. In part, the fault is on us for not ignoring what all visuals and in-game content guidance and development time presents as relevant when it's scarcely so at best, but... I can't say it's wholly a perception issue when design shapes perception.
Microtransactions remain as intrusive as ever. That's not to say by much -- it's certainly no Megaflare emote bs -- but the spite adds up over time.Tbh, most of the complaints one would run into there apply about as equally, from a conceptual level, here as well.