The new big complaint is levels and passives vs. balance. This makes low level players feel cheated by the system when they have to fight against higher levels.
I'd like to toss out the idea of changing the level up passives from their current combat-oriented flavor, to the Treasure Hunter, Bounty Hunter, and Affiliation (blueprint, gold, and faction point increases). This would require re-balancing the scaling on enemies, which currently feels way too high as it is, but this would make it less of a grind as you play more, and also help reduce complaints about mission rewards and blueprint drops.
Also, Forge levels are currently making it very difficult to pay for reconfiguring weapons at a player gets higher in levels, a forge level of 20 costs over 50k gold to make a rare weapon
Our costs go up as we level up, but our rewards currently do not. So a natural increase in rewards as your costs also go up makes sense.
My team has been playing with all weapons including these passives and we can definitely tell them make a difference, the tooltips just seem to be confusing. But the gold rate vs. blueprint costs seem like something that will get to be a real problem fairly quickly, and even gaining levels does not scale in rewards. You gain 2000 gold when you reach level 2, and you still gain 2000 gold when you reach level 150.
This would, of course, require rebalancing (weakening) all enemies to some degree to deal with the loss of these combat passives, which they currently seem built up to counter.