Yeah, it felt like Beta had half the number of leaders, but twice the variety (or more).Forgive me for drifting slightly off topic, but I think you have just observed and summarized a problem with current leaders in general, and not just NR leaders — the lack of variety between different leaders in a faction.
Every SY leader provides coins / reduces costs as a significant component of its ability. 4 of 7 ST leaders generate another card and 5 involve boosting unit’s strength in some fashion. In Skellige, 4 of 7 leaders primarily damage opposing units. Of the remaining 3 SK leaders, one (Ursine ritual) has no value outside a very narrow archetype, and another (Battle Trance) has—as far as I can tell— almost no use at all. NG is a little better, but even there, 5 of 7 abilities either steal or lock abilities of your opponent. Only in MO is there good variety in leaders — and there the cards are often not effective enough to support most of the leaders.
I've not been overly impressed with the decisions taken regarding leaders in Homecoming thus far. The variety in their mechanics and their limitations with regard to supporting archetypes or just being flexible all rounders is rather poor considering there are now so many of them. More work is still required.