1. I'd argue the game very much knows what it wants to be and that is the tragic story of a Edgerunner facing death. It's actually arguably TOO much focused on this and doesn't allow enough choice because they want to keep to this theme.
2. I'm not sure what you mean by "static" characters.
3. The game seems designed very much with the idea of doing Crafting and Upgrades.
4. I'm not sure what people could actually think would make it "lifelike" though since the map is utterly dominated with crimes happening constantly. How much exactly does it take in terms of activities to do it?
5.I'm not sure what equivalence grouping is.
6. I actually think the fact that the Endings are dependent on Side Quests is interesting. It does after all give you endings based on what you did and didn't do.
7. Well that is a function of 1#
Edit: I've elaborated a bit below. It might come off a bit blunt but I am really trying to keep my writing from exploding into essay territory. I want to keep this short and readable, but every point is potentially an avenue for a deeper conversation with more details. Thus I'm finding it a bit hard to contain myself. It might also come off as if I dislike the game, but I'm not sure I do. I like parts of it just fine. Other parts not so much. In terms of bias, I suppose I'm still a bit annoyed that CDPR hasn't given us the game they promised back when I bought the game in June 2019.
Anyway, enough blabber. Elaboration...
1) But is the game a shooter or an RPG or just a generic "action game" with "elements of x" or what is it precisely? One could maybe call it an adventure game and sort of get away with it but it doesn't really fit into that genre either, since there's so much action stuff and stat distribution and item sorting going on. For me, it feels like CDPR wanted the game to be "all of the above" so they added a whole bunch of elements, but the end result is an action game with not enough action, an RPG that doesn't really let players role-play quite enough, or a narrative experience that isn't super focused on getting to the point.
2) Consider how many times you see persistent characters move around. All the fixers are always standing around at the exact same spot. All the vendors are always at the same spot. The only time this changes is when you're doing quests that move them around. Otherwise they're perfectly anchored in place.
3) What I'm trying to get at is that nothing you find at any point in the game really has any significant value. Not a single thing. Any gun you pick up now is probably underleveled within an hour or two. Even if it is "epic". And crafting and upgrading is mostly for people who spec into it, isn't it? Thus finding some gun or a nice pair of pants isn't that useful and the game will actively encourage you to get rid of that stuff pretty soon anyway. So when you're exploring NC, what exactly can you find that rewards the effort?
4) The crimes are not happening constantly, AFAIK. They are hand-placed single-fire events. Once they're done, they will not return. Which means that Night City is actually a bit boring once you reach level 40+. Another thing to notice is that the crimes are in fact not happening at all unless V is close by. Want to handle the crime in progress right now? No? Okay, then just wait two weeks, it's still going to be in progress.
On top of this, there really is a frustrating lack of actual characters. All the crowds are randomly spawned non-characters that exist for a few seconds and then get unloaded and lost forever. You're not seeing persistant characters move around and have a life and you're not seeing familiar faces out in the field, doing jobs.
5) Equivalence grouping is used in situations where technical differences exist between elements but those technical differences don't really have a qualitative difference on the element. Thus all the elements, despite their technical differences, are effectively equivalent. Imagine if Doom only had regular zombies but they came in a hundred different color schemes. Would that be fun? Sure, there are now a lot "more" enemy types, but they are all equivalent. The same applies to enemies in CP77. Killing Valentinos isn't particularly different from killing Animals or Maelstroms.
6) I'm not just talking about endings. I'm talking about everything you do. If you kill 50 cops and then run away, there's zero response. Having done quests will occasionally matter but rarely ever the way you did it. You can kill several thousand people over a few weeks and nobody bats an eye. Arisaka could potentially lose their iconic boss, his trusty samurai servant, their iconic super-enforcer, and their super future-tech, and it doesn't even warrant a mention in the epilogue.
7) Arguably, yes, it is a consequence of CDPR indecision and lack of perspective during most of the development. But that doesn't make it less of a problem. The released game is not purely a narrative experience, and the reason it isn't is because CDPR know that people want a lot more. But the hamfistedness of the plot gets in the way of that. Frankly, it feels a bit like CDPR didn't stop to think a bit what people would actually like to do other than just going through the MQ and then shelving the game.