Lurker here. I'm honestly really saddened to hear about the removal of boss battles. Personally I really enjoyed them and found them to be engaging compared to before. From a thematic perspective I always thought this made more sense than how things worked prior to V13 - for example, Rift Carnivine having a bunch of rift tangelas with it for some reason, or Rift Hippowdown having a clone. These additions always felt contrived or arbitrary in order to create difficulty rather than serving an actual purpose. Granted I think there are cases where the game benefits from not having this tacked on to certain fights where it felt unnecessary (looking at you Clear & Isha) but I think overall the game benefits from having to strategise and utilise gameplay elements to succeed. At the same time I think boss fights are no less cheesable than they were before so I'm trying to understand the issues that arose really.
I get there's a bottom line and at a certain point the game being difficult and stunts progression because people get stuck on fights they struggle to win when they're really just interested in the story. I just have this sinking feeling that fights will end up being underwhelming as a result where certain major events like against the Puppet Master will end up being trivialised (destiny bond go brrr) or silly (6 mini puppet masters?). And yeah, I get "let people play how they want to play" but I think it goes hand in hand by having spectacle abridged to difficulty. Maybe there's a compromise where some fights retain the mechanic or you can destiny bond once the shields are down? I don't know really; I liked this mechanic and I'm sad to see it go.
Regarding the streamlining this is something I'm surprised to hear about as I always thought the early game was fairly streamlined to begin with. Interested to see how things pan out really. Artwork is stellar like always but you probably hear about that a lot.