For me it is not about the patch, it is more like... the game has no foundations, and this just became more visible. Please don't hate me for references to HS...
So for example you have heroes, which abilities differ just for tiny bits, for example one can deal 1 damage to any minion, the other can deal 2 damage but only to the face. On the other side of the spectrum you have healing 2 to any minion or gaining 2 armor for the hero. Then in the middle you have all those other option, like deal 1 damage and get 1 armor.
So basically, even though it is not written anywhere, you have this feeling that there is an invisible "deal damage - heal" axis, so in other words there is a foundation. And that transforms into clear "aggro - control" axis, which are very nice archetypes and gives you a clue about how to play the opponent. In Gwent, well there are no archetypes - at least not like this. It is more like "keyword based" archetypes, which is great for single player, don't get me wrong - I would love to see like a battle against bears in Thronebreaker, which has some serious story behind it, like "when you wander around, you stumbled upon a pack of bears" or something, but this wouldn't work for multiplayer card game. For me, right now Gwent is kind of like a great "RPG with cards" game, something a bit like Heroes of Might and Magic, not a competitive card game like HS.
Also, this game - to me, I'm not an expert - feels like it is not balanced, but in terms of rules. Having three rounds is very asymmetrical and this is totally not addressed. It is not about who goes first, it is more about who wins the first round and play last card. Seriously, think about it. Maybe somebody who knows something about Game Theory could say if this game is fair?
Maybe they can introduce healing? This might at least give us "healing - dealing damage" axis, and the fraction abilities could be like "heal 4 to any card", or "heal 1 to all units on the row", and on the other side "deal 4 damage to a unit" or "deal 1 damage to all units", which would make me feel like there is a backbone to the game. And then we would have real archetypes, like more aggressive and more passive.
Oh, and for example, what is tempo in Gwent? Because for me it is basically a play which gives you advantage in points, that's it. And what is the point of second round? Because right now, it looks like getting a card advantage by immediately passing, that's it. Or maybe if you have such I good hand and you want to get over it quickly.
Or something like tounts? So a general tool that again builds archetype, not particular decks. CDPR needs to really thing about what is important in Gwent, like core concepts, and build upon that. I mean, there is a card that "deals damage to any unit with odd number" or something like that... what?? Why? No. In HS card advantage is a thing, so there are cards that let's you take cards from your deck. So for example, a unit number is a thing in Gwent. Great! So there should be cards like Quen, to protect this value, or tounts, so you can protect your more valuable cards and gain tempo. This is something that devs should think about.
So IMHO this is the problem. And getting like a ton of new cards, with thousands new keywords, wierd mechanics, very complicated rules, huge swings and stuff just make the problem more visible to some people.