I would tell them that the most important thing now, the real priority is to make the game good for ps4 base and xbox one base console players. They paid for the product, they deserve this kind of respect.
After that, as they promissed the best game experience possible, I would like to see an improvement in the game in these areas:
1) Animations and performance. Eliminate glitches and animation continuity errors.
Even though Cyberpunk 2077 is not a sandbox, like GTA V, there's a lot to be improved in animations and reactions that certainly would make the game more immersive. Even pedestrian reactions to what is done is very shallow and superficial.
In the current state, unfortunately, the world looks very dead. These two videos show what I mean by that.
GTA V, which is a game from 2013, 7 years ago, is more immersive in mechanics.
2) Make the world more interactive.
Players should be able to eat and drink in Restaurants, Bars, Night Clubs and Street Vendors, with specific animations, not only on missions, it improves the immersion, which is important because it's a first person game.
3) Fix the driving for cars for those who play with keyboard and mouse (forget the controller advice - it's a FPS).
Some cars are good to drive, like the Porsche 911, the Javelina and the Cthulhu are some of the cars that are great to drive, with nice handling, even in keyboard.
On the other hand, the Caliburn, Aerondight, and a lot of others are very bad to drive in keyboard, it's hard to correct their turning angle, so they slide everywhere, it ruins the driving experience, and makes quick travel mandatory.
Usually, while driving, if the driver is making a turn to the right and corrects the angle by pressing the left button, while maintaining the accelerator button pressed, the car slowly straights itself. In some games, to make the car stop turning to the right and make it turn to the left, you have to give the accel button some taps (instead of keeping it pressed).
This kind of driving feedback makes the car easier to control in keyboard. Otherwise, players will be forced to choose between an optimal driving with artificial shooting playing with the controller, or bad driving with optimal shooting with mouse and keyboard, which harms the experience.
4) Insert information about damage, mods for gear and weapons, and general character stats, and how all of these operates in gameplay.
Without these informations it's very hard to plan an upgrade strategy for the first playthrough.
When the player select a mod, there should be a stats comparison showing what the mod will do to the weapon/gear.
5) Improve the economic system.
Paying 100k for one legendary weapon in stores is almost forcing the player to invest in technical ability and crafting, which defeats the RPG element of choice.
6) General items problem. Stats on unique weapons and gear shouldn't depend on luck, and should be better than other items. Later game Unique problem.
That's because otherwise you'll be forcing the player to waste time with reloads everytime the item gets a bad roll, because there is no second chance.
There should be more pants and shoes in the game. I don't know for the others, but in my experience, I felt that the looting and vendors prioritized the uper body equips, rarely giving me decent shoes and pants.
It would be nice if unique items could be useful in later game without the harsh upgrade mechanic. Otherwise they will lose their usage in end game. Malorian pistol is a good example of that - even with all pistol upgrades it became useless, so I had to use another weapon to deal with Smasher.
Sometimes when the inventory menu is closed, when reopened, the stats showed on the item change the dps number.
7) Inventory and crafting management should be adressed.
To click and wait for the bar to get full to craft an item makes the crafting process very boring, it would be better if the player could craft items just by choosing the number of items to be crafted (just like it works for scraping).
With so many variations, there should be a submenu to organize shirts, jackets, pants, shoes, and so on.
The third slot in the legendary arms cyber enhancements is apparently unused. There should be more info about it.
There should be an option to hide face and head gear, so the player can see the character in the inventory menu (to make the customization option meaninful).
There should be and option to "mark to sell later" and a "tick option" on the items to make the selling process easier.
8) Apartment mechanic is unused.
There is no practical reason for the player to use the apartment in game, no status effect on showering or sleeping. No fatigue or illness effect. V never complains about being tired. You use these one time, just to see the animations and that's it.
There should be a mechanic linked to V's apartment, to make it a useful tool in the game.
The wardrobe just store some clothing, but you can't use it in the apartment.
To stock some clothing gear behind a glass wardrobe (just like batman's armor in Arkham's series) would be nice too. Or to have the Witcher 3 option would work too.
There is no reason to force the player to sit in the couch to be able to watch TV.
9) Consumables are under used.
Their effects are so mild that they can be totally neglected by the player. And alcohol is just bad - there's no reason for it to be used, or collected.
The fact that medical items, alcohool and food are mixed in the same inventory tab just makes alcohol and food a way to make the inventory management clunkier.
10) Improve the romance and friendship interactive options after their quests are finished.
It would be nice to be able to call V's friends/girlfriend/boyfriend to make some minigames with them (drink, dance, gambling, side activities that should be in the game).
To chat and hang out, and insert some gameplay mechanics in it would be nice.
Something like hanging out with Panam after her romance quest is done should be possible and could make her give V a schematic for Aldecaldo's jacket, pants, t-shirt, or something like that. The same goes with the other romance options.