A deck centered around a card isnt the problem here. While its true, that deathwish evolved (for me the only evolving Archetype), the higher variety of bronze in the deck isnt a value for itself. The deck itself plays very strange for me, because you dont gain as much profit and tempo as you got out of a d'ao. The average turn is a 8-play, if you have your setup. If not, its a 3-4 play. you are now much more focused of having your deathwish cards than before with d'ao center, because you could play more around it in the past. So even with a higher variet of cards you have less options for a solid/good play. And thats the problem.
The average turn being an 8 play is in my opinion really good, maybe too good as I don't seem to be getting those numbers. Nevertheless, being centered on your deathwish cards is pretty much the point of a deathwish deck right? The way I see it, you have like 5-6 unique bronzes with deathwish (if you choose to play Maerolorn and Fiend that still center on deathwish, otherwise you can have more deathwish bronzes). Afterwards, you have Manticore, Miruna, Werecat, which also have deathwishes. With this you get 5*2+3=13 pure deathwish units out of 25. However, you also have Maerolorn, which triggers deathwishes, and other such cards that really push the complexity of the deck, like Caranthir and Ge'els and Whispering Hillock and Ritual Sacrifice and stuff like Renew and Kayran, that still benefit Deathwish. This pushes it to at least 18 units focused on Deathwish.
And regarding the choices, I feel that this particular deck has a lot of them, since golds like Caranthir and Whispering Hillock offer a lot of options. You could Caranthir Kayran on round 1 to get the burst needed to win and still have the original card later. You could Caranthir Miruna or Manticore to control the opponents' board to get rid of engines. You could Whispering Hillock anything to trigger its deathwish and play it again, like Ge'els if he is locked or Manticore or Caranthir of whatever. You could then Renew the same card or another one if it was used in a previous round. Plus you can get nice bronze-focused plays like Ancient Foglet into Predatory Dive or Rotfiend with Unseen Elder or Maerolorn to control the board early (I focus on these since my deck is control consume and I know these best)
I feel that with this particular deck, you have a lot more options that you did in old Gwent. And concerning other decks, I believe that you have more possible strategies to win a round and a game. With the two archetypes in one deck custom, you basically can have 2 complex win conditions. For example, I have a Nilfgaard deck that centers on Vattier de Rideaux and the lock archetype to steal high powered units. I can play Vattier then Emhyr something( like alba cavalry) then Letho Kingslayer on Vattier to have two Vattiers which late game usually guarantees that at least one goes off (since opponents usually use removal on stuff like Skellen). However, if the cards are not right or the opponent plays something with a lot of small cards or a ton of removal, I also have the Soldiers achetype win condition. This involves Slave Infantry with Vreemde. The main benefit of this deck is the combination between the two archetypes. As Magna Cavalries are soldiers, I can replay their ability with Vrygheff as I can with Slave Infantry. Also, since they are soldies I can play stuff like Alba Spearman to control the melee row. The deck works exceptionally well with Ihuarraquax, since it pulls Vattier and then Skellen. For this I also add Tibor Eggebracht, which means that if I play my cards and mulligans right, I can have up to 3 win conditions (Vattier and Letho, Slave Infantry and Vreemde, Ihuarraquax and Tibor). The first is the most common one, but the second can win the first round or even the third with a huge setup involving Vrygheff and Emhyr, whereas the third can win super short rounds, which can be really nice if I decide that milking my opponent round 2 is better or the opponent wants me to go one card down in round 3 and uses a lot of points into round 2.
The two decks that I illustrated are my main ones, but I also have a NR deck focused on Draug and Sabrina's Inferno, with Blue Stripes Commando and Pavetta as an alternate win condition, though that is still in the works. I hope that you can see that the decks I have presented have a plethora of options, which at least rival the old Gwent. From what I can remember, usually there was only one win condition (since everything was way more consistent then), with a pointslam card that could win round one. I prefer the current iteration of Gwent since I have more options and the gameplan in my opinion is less set in stone from the beginning. Again, this does not mean that current Gwent is perfect. It needs some added consistency (not at the same level as old Gwent though), amongst other changes, since even though it's nice that I have more options, there are cases where draws are not ideal for any.