Similarly to my gripes with the Gunner, I'm not particularly excited about the Bow being slowed down and simplified but outside of my preferences I know some friends of mine actually can tolerate the Bow now that it no longer has its rhythm-game timing added to it. The Braver's Katana reminds me very heavily of the old Photon Art Sequences that used to exist in Two-Button mode that the game eventually dropped during Episode 5.
I don't quite see this as problematic because it encourages players to once again play into combos rather than the overly optimal method of "use only the one attack you need" that still exists in New Genesis. I would much rather have a push towards something like Devil May Cry's flurry of combos (attacks leading into attacks to fill in opportunities) rather than the approach we had where at any point you could pick out the one attack you can rely on for every given situation (for example Hero's Rising Slash).
I feel the playstyles are much more flexible in New Genesis than they were in the original game but they also require some more effort because I would argue the Hunter is still very tanky (and much moreso considering they adopted the Etoile's damage resistance as a timed buff). The main difference is that there is very little "no effort" gameplay that is satisfying unless you point to the Ranger (Homing Darts) or the Fighter's Julien Dance before that was fixed as the Hunter's "tankiness" now involves both the player responding accordingly to an enemy attack and learning to pace themselves which is different per enemy present. I like this attempt at depth but I really do feel that we could go much further into the deeper action game setting where I would prefer it to be (the deeper depth hopefully revisiting some of the more tougher aspects of classes such as the Bow's rhythm-game timing for speed-shooting, the Hero and Fighter's rewarding of cycling photon arts and attacks, and the Gunner's mechanical depth and inputs pushing into very powerful burst damage).
But as I see it, Sega has boiled down the "end-game" versions of the classes we know of and brought a lot of those ideas to the beginning for a new game. I really do hope that a lot of the depth we once had comes back in a stronger foundation as I feel the Braver once again using sequences on the katana can hopefully mean something similar in the future (sequence-cutting where you can inter-splice photon arts in the middle of their sequences similarly to our normal attack skip mechanics). In that case, the sheer number of photon art variations would something I would be excited to see especially for players who want "more" attacks.
Edit: I was told by a peer that the katana already works as I mentioned where you can splice photon arts into a sequence to jump to another photon art's sequence so I may be talking about something already implemented. On my end I have only played with the Bow because it is my preferred weapon from the Braver.