I thought the combat was more fun than any Bethesda game. I liked getting gorked out on various drugs to go win a tough fight (I didn't run any kind of meta build, I just went with what seemed cool).
My playthrough was also alchemy focused, since once I realized that there was only a nominal resource cost to potion after you made them once, and a couple of hours of undirected exploration loaded me up with a bunch of recipes, and that getting high as shit (just like in real life) gave me super speed and made it impossible to kill me.
I would have:
-removed the loot system (some swords are 'better' or have different properties, but there's no +1 +2 +3, you've got a fairly fixed weapon, and durability forces you to care for it and repair it, armor sets like bear, cat, wolf have different properties and are improvable but less cheese than what we have)
-removed the level system (level scaling makes it pointless anyway, you either get better at hunting and fighting or you die, and there should be no such thing as a level 40 bandit in his underwear who could solo the final boss)
-made contracts hard and essential for making progress
-made potions cost either the full ingredient list or a bigger subset of it each time you had to remake it
-made witcher senses 3-4 distinct trails based on senses, the player should have to learn to track animals in the world
Like I really wish it had put me more in the shoes of the witcher and made the action game aspect of it a bit harder, more involved, and more interesting. Fighting monsters and contracts is treated in the story as a boring waste of time and talking to this fat asshole Dijkstra is the thing you should care about (until the devs gave up on that entire storyline lmao) and made the problems of witching more real and the skill curve higher.
It's a AAA game (from some very unoriginal game designers) so it borrows addictive and recognizable gameplay systems from other games. It would have been dumb not to with all the money they sunk into it and the stakes for the company. But it meant sacrificing potential, lots of it, and undermining the game as a game (these systems all end up undermining each other and turning late gameplay into a dull slog) and relying on the game's virtues as an ersatz television show to carry it over the finish line. By the time you've trivialized the open world and the core game design the bet is you'll want to save that sexy mcguffin girl, and that the David Beckham and the Queen of Titties expansions will catch you in the same way once you're on the postgame. Regardless of if these elements work or not, they're all indications that the game designers are not making good games, but good story hooks.
The problem is that games are a bad medium for delivering a well structured narrative about distinctive characters. They're good for creating play, which by its nature is undramatic and unsuited for particular types of storytelling with trivializing or prostituting some aspect of the medium.