I'm playing it now, I'm up to chapter 8.
What I like the most about it is how they write the protagonists. They gave so much more nuance and personality to the good guys than in the original game, and made the setting look more like our real life to hammer home the anti-corporate environmentalist message. Little touches like Barret being told he's being live broadcast and loving the idea of having a national outlet to proselytize give the world a lot of life.
The combat is good, smooth, and it's good that they made all the characters very unique from each other in terms of their mechanics. It's not spectacular, but good. It's also nice that unlike games like Xenoblade they have real aiming and dodging and actual ability to issue your allies commands, and unlike Nier Automata they limit the frequency you can heal so you can't just attack with abandon and heal for free at will. It tends to have Tunnel Vision Syndrome with the camera. The camera is way too close to you and doesn't behave well when you're near a wall, so you're constantly losing sight of the biggest threats, which is a huge problem in fights you need to twitch dodge. They need to back the camera up a little more to give more visibility to the whole battlefield. And they should have had some sort of Gambit-like system so you can program the AI to act independently of you, so you're not having to constantly pause and issue commands to make the others do anything.
The biggest area I don't like it is how they write the antagonists. Nomura tends to have a single template for bad guys. Cackling evilly and deviously smirking at you, vindictive, focused more on their vendetta against you than any believable motive. Nomura seems to think if the enemies don't do that devious smirk the audience won't know they're evil. Reno, Heidegger, almost all of them, incredibly boring cookie cutter villains.
I also strongly disagree with the decision to have Shinra blow up their own reactor. It's a "Greedo shot first" level revision, another instance of Nomura not giving the audience credit to deal with moral shades of gray in their protagonists.
Also, there is some blatant padding. Yeah, with modern tech it was going to be longer than five hours. But they have three full chapters just to get to the second reactor, there's no reason at all you should have had to go all the way through a long subway tunnel, and all the way across the underplate before getting to the reactor except to artificially extend the game. Without the padding the five hours might have been 15-20 instead of 30+, but then they wouldn't have been able to cut it into more parts for a bigger cash grab. Why tell your story efficiently and sell them two games when you can drag your story out and sell them three or four?
It gives me a lot of hope that this game indicates Square has finally learned how to make ARPG combat actually work, that they remembered how to write for grownups, and maybe re-learned the right balance of main story and quests.