overall i thought the game was excellent. it could have even surpassed the first game had it not been for a few major issues, at least for me.
first and foremost were the takedowns. i was punching, flipping, throwing people literally a couple of feet away from another npc and it looked absolutely stupid as they just stood there completely unaware that i had just dropped a 180 pound body on the ground right next to them. many many people said that takedowns were going to look silly and they have been proven correct. at the very least they should have made it so that the nonlethal one was ONLY the chokehold from behind one. at least that one i can somehow believe might be silent enough to not alert anyone. they were old after the first few times and within a couple of hours i had pretty much stopped using them out of sheer annoyance. and why lethal ones made noise and nonlethal takedowns didnt baffles be as a design choice.
secondly, someone over their is a raging pacifist. considering that nonlethal weapons were A)silent B)worked with only one shot and C)plenty of ammo it was far easier to use nonlethal against npcs and yet you are rewarded extra points for doing it the easy way. it shouldnt matter if you kill or simply disable someone only if you were detected or not should matter. nonlethal takedowns were silent compared to lethal takedowns which attracted deaf goats from the next county over. maybe i shouldnt be killing gangbangers left and right but ill be damned if im going to leave any of those mercenaries alive after they shot up unarmed scientists. i dont appreciate being penalized because someone is trying to make some moral point.
either dramatically slow down or eliminate the first energy bar recharge. especially after you upgrade the recharge rate there is literally no reason to add additional bars at all. you are simply wasting praxis points if you do that. this brings me to my last issue which is making implants useful.
the stealth (not the cloaking the other stealth augments) upgrades were basically useless because you go the enemy indicator on you minimap right off the bat. you could even tell which direction they were facing making things like seeing their cone of vision more wasted praxis points. you should start out with no minimap and have to spend praxis points to get it and if you want to see what direction npcs are facing you should have to spend another praxis point on that.
weapon balance issues. i think i fired my sniper rifle 3 times on my first playthrough and i sold it right away on my second playthough because my 10mm with laser and silencer and anti armor thingy is the absolute best sniper weapon in the game. whats even weirder is that its more accurate if i shoot from the hip than if i use iron sites. i was picking off guards from across entire levels. the range and/or accuracy need to be adjusted big time on that gun. ive also read posts about revolver with exploding rounds being to powerful but i havent used that yet so i cant confirm.
robots are a joke. seriously one EMP grenade takes out even the biggest robots. they should need at least 2 or 3 emp grenades to destroy them.
back to augments. fortify and anolyze were pretty much useless for augments as hacking level and hacking stealth were all that was needed to get by pretty much anything. once you max out hack level and hack stealth anything below level 3 node is 15%. i would suggest changing that so level 3 would be 25%. an idea you might want to borrow from falloutNV is if you reload a save you cant gamble for 30 seconds. perhaps do that with hacking so that people cant just reload and it will force them to actually use their nukes and stopworms...........and yes i will admit that i have been guilty of this very thing.

this next part is rambling so dont take it to heart its just me thinking out loud.
i ran into some situations where npcs wouldnt leave a room to follow me. im still a bit conflicted on this. on the one hand it makes the npcs look stupid because they cant even follow me into the next room...........but on the other hand if you are given orders to guard a specific location that has valuable goodies in it then maybe its better that they cant be drawn away. like i said im conflicted on this aspect so just ignore me.
overall though on a scale of 1-10 i would give this game an easy 9.

you guys did an excellent job and your willingness to listen to the very avid and passionate fanbase and make adjustments has earned my respect and many other peoples respect. you are currently my favority devoper and i hope you guys make another deus ex game cause the franchise is in good hands.