I think that was mostly because despite being accompanied by veterans and getting help from IntiCreates, most of the team is still new faces to the industry and they're not used to UE3 (nor getting direct aid on UE3 from Epic Games, like Square-Enix is with Kingdom Hearts 3 and UE4). But that was still netcode for multiplayer features that didn't necessarily have to be in the game at launch, and judging by a trailer from last year compared to now, the game didn't exactly get some extra polishing on the surface level during that downtime either. This whole thing was a lot of hype, and I should know I was on the hype train especially since I created the thread 3 years ago (feels so long ago yet not at the same time!), that got eaten away by mismanagement, people losing trust in Inafune, and the hype giving way to bitter cynicism on many sides for the aforementioned reasons. At best, the game will be an average clone with dashing and absorption as a primary gimmick focus.
It says something when people are way more hyped for Azure Striker Gunvolt 2, especially with Copen mode essentially being Mega Man mode. But then not only is that announcement still a little fresh, but ASG1 was pretty good and thus they have a respectable basis to work from, compared to Mighty No. 9 which had concept art. Some people still felt suckered in by that, despite the fact that right there on the kickstarter page they stated the game would be in 3D, but I can still see why there'd be disappointment since the actual game graphics look like slightly higher-res PSP models at best with none of the lighting style or artistic detail the concept art promoted. Infact it's almost like lighting was barely even handled beyond stock UE3 factors and some basic dynamics on explosions.