A couple of things that stuck out to me, and have been varified as being problematic.
What the hell were the higher ups doing before seeing the supercut that they weren't course correcting during all of that time it was in development?
There seems to be a massive problem with them planning to do vastly more than they can realistically do at every step of the way. As a result, now the burden of actually even approaching the initial planned production has been placed on the userbase financially (Microtransation sales driving ambiguous future content releases).
Even so, the removal, or shift of large parts of content from year one and two (Europe, Chicago, parts of Mars etc) to Destiny 2 intact seems iffy now, even with the head start outside help.
Even with TTK being as good as it is, the package is still nowhere near as vast, awe inspiring, nor engaging as was initially promised over and over again.
They might have done themselves (and us) a favor by rolling back on the grand promises that they knew they couldn't deliver on. But they didn't, so here we are.
My expectation is that for Destiny 2 they still will not hit the levels of content and lore that was promised for Destiny 1. Not without bringing in outside help that is adept at handling projects of this scope, and a serious internal restructuring that comes with a banquet sized platter of humble pie.
It is kind of disheartening to read that it wasn't until they were severely past the point of being neck deep in the shit that outside help had to step in to set them straight on the simplest and most elementary of rules: The player needs to leave happy.
This screams of the bullheadedness that was felt by everyone when they seemed resistant towards players balking at their obtuse leveling, content shortage and rng designs.
It's always felt like Bungie was stuck in their own bubble the way they would gush over the project pre-release, and floundering to understand why we weren't gushing along with them on day one.
I was often left with the impression while watching the devs speak that they were making a game that they and their head spaces would love to build, but not what conventional wisdom would tell them that other people would love to actually play.
The juggling act of changes they make in game for balance that they want is a constant tug of war with user expectations. These are to be expected.
But even with TTK, approaching the end game still feels like they didn't have a solid road map of how to best use content and keep user engagement, which is kind of the basis of the type of game they built. That's a big target to miss with every new content release. Hopefully they figure some of these things out, and do it before the next big release. Not during or after as has been the case every step of the way so far.
There are a ton of us out here that are looking forward to them eventually knocking it out of the park, with a vengance.