Am i missing something here? How have they done much to address the complaints about a lack of depth at all? The author of this article doesn't seem to offer much explanation beyond "it feels different".
From what i've played, there is still no sense of depth to the gameplay. That was one of the biggest complaints about the previous game, but the few changes they have made to try to move towards solving that haven't actually addressed the core of the issue at all. It's like they've tried to fix it without knowing what's actually the problem, and just stuck on things that games with more depth usually have without actually thinking about if they help. There's the class system, spawn system and the changes to the shooting mechanics, but the first two of those don't do much at all.
You've got the class system which misses the point of what the classes should be about in this style of game. In something like the original Battlefronts, or Battlefield, the classes are not simply just your loadout. The class you choose defines your role and what you're going to be doing to help the team overall. Using the classic battlefront 2 as an example, you had the standard trooper class which was your go-to combat role, shock trooper which was needed for anti-tank, engineer that was needed for repairing and was the close range support, and then marksman which was your longer range unit. In comparison to the new game they had more teamwork oriented roles. The officer in the new game is a class that's there's to buff teammates, but that doesn't provide the same degree of teamwork as the classes of the original games or Battlefield do. Basically, the classes here are just more like weapon loadouts than actual roles that you'll need on the team. It's more choosing "What loadout do i want" than there being any situations of "What role does the team need"; ultimately, it doesn't matter what you go for.
The vehicles are something that's now somewhat more prevelant than the previous game as you can spawn them in, but they are not handled in a good way at all. They're treated more like temporary power-ups than anything. Unlike something like Battlefield, it doesn't feel like it's proper combined-arms, they feel secondary to the infantry classes and like they're just shoved in. You can't get out of vehicles without them exploding, they're single-crew, they're only repaired by an ability, they have no sort of ammo and are ultimately just there to make a single player more powerful for a while. They don't have the same sort of feel that vehicles on the other games did, where they can be an important part of the team and overall strategy, it feels like they're just there for some reason but are overall not that important.
I think they've entirely missed what the problem with the lack of depth was in the first game. It was the lack of any coherance and teamwork. The original game had things like ammo and healing with medical and ammo droids or player drops, a class system where the classes had actual purposes, multi-crew vehicles that were a critical part of the combined-arms gameplay and didn't seem irrelevant to the infantry gameplay, transport vehicles, the engineer class that was needed for repairs, the shock trooper that was needed for anti-tank, equipment with limited uses etc. There was more to encourage teamwork and actually working together, but with this it's like they've tried to shove in more depth and teamwork without realizing what is actually needed for those things.
The game still seems to be an extremely arcadey, simple experience where it doesn't feel like what you're doing ultimately makes much difference overall. There's not as much of a cohesive combined-arms, team-oriented experience to it when compared to the originals. That was what the Battlefront experience was supposed to be about and there's none of that here. That doesn't mean it's a bad game that you can't enjoy, but it's not good that it still doesn't reach the level of depth and teamwork the originals had despite that being something a lot of people complained about with the previous game and how they said they'd "listened" to those complaints.
Ontop of that you've then got their absurd, immersion-breaking choices like all weapons and heroes in every era, and the silly emotes. For them to go on about how they want an immersive, authentic experience, but then to just throw that idea out by shoving in something that completely goes against that goal seems like they don't really have that much integrity with their vision regarding authenticity/immersion for the game and what they say they actually want that to be.