Let me preface this by saying that I have had super bad rolls on mission rewards, so the only blueprint I've managed to pick up is Hans' rare gun... and I haven't unlocked Hans yet. For people who have advanced gear: how much better is it, really?
I've been having a good time playing this game so far; its super stylish and (despite the amount of grumbling) it has good pacing and allows a wide variety of play. Each character has a really different feel. However, I keep running into the problem of just not having good enough DPS to shoot my way out a situation that goes South.
Ironically, it is rarely the Antagonist or elites that dooms a mission, but rather regular enemies hitting a critical mass that makes melee impossible. I'm not sure how many HP a basic enemy has, but if I had to guess, I'd say 200, as it takes Alicia a full clip to kill each enemy at her medium range band (~35 damage per shot depending on pellet spread. Does this game even use pellets?). That means a troop transport that drops 5 enemies adds 1000 HP to the field. That adds up very fast if you, for instance, have someone D/C mid map. The Gunship section of Hanging by a Thread is especially bad for this; if the Antagonist takes out one Raider, and you have one Raider on the turret, all of a sudden there is a TON of meat for two Raiders to chew through. It's not uncommon to get pushed all the way back up the ramp and into the Raider spawn section after a bad engagement, and until you pay your DPS deficit, you'll be stuck there dumping your ammo as fast as possible.
I'm not saying that this is a bad trend; it is certainly dynamic. My problem is that in the event that normal enemies pile up, there is no way for Raiders to use superior skill to fight their way back. Even if you approach an engagement on your own terms and use your weapons optimally, you will only kill maybe two grunts before you need to disengage, heal, and reload. It feels weird for the Antagonist to feel more flimsy than naked shotgun mutants...
I get that the starter weapons for each character are supposed to be "easier to use, but less powerful" than the crafted ones, but they feel a little like water pistols right now. Maybe add headshot boxes on grunts to reward tight aiming? Give starter weapons a damage multiplier against grunts so that Elites, Bosses, and Antagonists become the main attraction?