This hits on something for me too. I guess one of the turn offs for me in this edition is that the balance points seem to be obviously based around a game theory and not around a reality it's trying to create or present. For example, on average how much damage *should* one take from a heavy pistol when wearing an armor jacket? If all else is equal should it stop the damage entirely or just reduce it? I'm not talking drams of blood measurements, but generally speaking. It's always been abstracted to not observe hit locations in any edition, granted, but after 1st edition, I've never had a sense of what is true in the game world itself, only what is likely. In prior editions, I could roll with what I had, but here, I lose any sense of the value of armor or its effect in the world itself, due to its absence in the observable math. I have no idea if that jacket was supposed to be "effective" or "not very effective".
I'll say this much: when I take 5 damage from a single hit, and never got to apply any direct benefit to stopping those 5 points, it sure doesn't feel very effective at the table. If I take a hit from a grunt group? ~8 damage in a single exchange? You can visibly see players recoil from that kind of an exchange. It feels terrible, especially from mook level bad guys. No way do I want my players feeling that feeling from a group of gangers. Where they used to be a way to provide a side challenge, and an occasional fun threat to stomp on, now they are terrifying. I can't use them as flavor as a GM, and players will start running away if I do have them show up in force. No way would I use the grunt rules as written.
Even healing being instant cast doesn't offset that. In fact, it makes it feel and play more like D&D -- and after 5 editions of healing magic taking time, again, this feels like a shift Because Reasons, not because the world is notably different in some way. There was no mana count uptick or other meta reason. Shifts happen between editions (duh), but this is a big game changer for how many things actually happen in the game world. I can't use the same techniques or story design as a GM because the system literally takes a number of options away just on the dice alone. Combat, gear, and character gen are probably the two largest places that manifests.
Watching the discussions and feedback in general, I don't feel like any amount of errata can fix the issues this game has as written. It's not a matter of tweaking numbers or re-wording things. Let's pretend you did that already. Every rule is clear, sentence structure and tone is now address,ed and all the numbers jive. The same issues will still persist. It goes much deeper than errata can smooth out. The details are just the manifestation.