You've pointed out various points about the combat design, but have failed to articulate why they are essentially bad. If this is purely a rant to state your personal distaste for such things, then you'll forgive us for disagreeing. But if you're serious about having the developers change things up, your points have to be objective, well-informed and logical from a game design perspective - it's the kind of feedback I'm sure CDPR would really appreciate.
You know, if you take the current bossfight concept and execution out of the game and evaluate it in isolation, it's not that bad. I would shun it nonetheless due to my personal distaste for bossfights. But from the way it looks as a feature of its own, it's not that bad. Pretty common and none too special, but... yeah. You get the picture.
However... When I keep the concept and execution within the context of the game, I can not help but feel it is very rigid and out of place solution in a (supposedly) otherwise such a lively and "realistic" (for the lack of a better word) game. Like a speedbump on a highway in the middle of nowhere. What is it doing there?
The way it halts the flow in such a weird and gamey way, through an arena where you circle strafe and dodge and learn the predetermined movement patterns of the
superman "boss", and wait for a slow powerattack so that you can circle around the enemy to put a few shots at the conveniently glowing weak spot, then rinse and repeat, is more reminiscent of action games that are
dedicated on such arcade activities and don't even pretend otherwise (like Dark Souls, or oldschool sidescrollers and platformers). The mechanism in which it works, is foreign and detached in its arcadeness to what happened before it and how the game otherwise works, and as such, it is both thematically and mechanically ill fit for a game like this. That's why I said earlier that it's almost as if there was a sudden momentary switch to another game.
That's why I see that it would serve the game much better if, instead of a "boss fight", there was a "boss event" that, while being free for the player to attend to, has a narrative reason of happening and that flows generally in a much free'er and organic way that is befitting the mission at hand. Where the tension and challenges, and tactical opportunities for skill use, whether it's the players wish to kill everyone or just escape as quickly as possible or what ever, come from the surrounding happenings where everyone is put on the same line, even the "boss" character (i.e. no ridiculous HP sponginess or forcefields). So to say that disabling/apprehending the "boss character" would be a tactical edge in solving the situation (violently) rather than the sole point, and that doing it or leaving it undone would bare its own consequences.
The way it (the actual fight, not the mission as a whole) is now, is simplistic and cheap in its execution and offers nothing, but an easily forgettable momentary thrill. One could argue that that is the point of a bossfight, a momentary thrill to move onwards from, but one could also ask himself, would it not be better if it was something more than that.