well, if gear is not level gated, it means that the +X% DMG to bullet skills will be extremely important. I mean, levelled enemies (= bullet sponges) have been confirmed, so how do you increase your DMG output without levels if enemies' HP grow a lot?
Both are awful designs.
It could've been so easy to make a less numbers-centric progression system... Fixed stats for each enemy archetype, fixed DMG for weapon type, you progress via obtaining better gear (no color coded bullshit), active skills (cyberware: double jump, x-ray vision, skin weave...), passive skills (better weapon handling with use) and better stats (STR, INT...) and you gate missions with steet creds (= reputation). Early in the game fighting a max tac officer is almost impossible since he's very good at shooting, fully armored and has a lot of crazy cyberware (double jump, x-ray vision, super speed), but if you manage to sneak behind his back and cut his throat with a broken glass, he's dead.
No, we must have a level 3 V with a bazooka who barely damages a level 25 enemy. Borderlands 2077: the wild mankind divided.
Why must any progression system nowadays be that much number-centric = very very VERY gamey and immersion breaking? Few years ago devs were actually trying different things, now it's all the same (and is not good). They put it even in Control which is a 15 hours linear game FFS.
P.S. yes, skyrim's system is much better at this.