I don't recall a single boss that actually put up a fight though. A few of the Cyberpsychos actually killed themselves in my game somehow and I cleared them all out as soon as I was able to travel around. Everything in the game was pretty easy as far as I remember it so I'm hoping the 2.0 patch made enough changes where there will be a challenge.
Never had any bosses suicide in 1.63. Depending on your build, though, they could be pretty easy. They weren't necessarily a cakewalk for straight-up netrunners since you could easily run out of RAM due to the high cost of quickhacking them. If you exploited the Short Circuit legendary passive, though . . .
Anyway I can report that 2.0 is playable, but it isn't necessarily that much more difficult. Some standout stuff I'm noticing:
-There's a lot less random loot. Especially stuff like maxdoc etc. In fact you just bring two "charges" of a med and a grenade into battle, and then they regen under certain conditions. Which is weird. Instead of collecting hundreds of the mk1 versions and a few of the mk2s and mk3s, or whatever.
-Weapons that drop on the ground sometimes break when you pick them up, producing crafting materials.
-Breach Protocol is removed from the game except when hacking access points and decrypting certain shards. You can't upload daemons onto networks anymore. No more Turret Tamer or Camera Shutdown or whatever.
-You can shut down cameras and mines permanently, but at least a beginning netrunner can only temporarily shut down turrets before they reactivate. Also I see no more option to blow up turrets with quickhacks (maybe higher-level netrunners can do this; I only have the newbie cyberdeck and no points in intelligence/quickhacking)
-Cold Blooded is just gone. Poof.
-Dumping bodies in containers is now (apparently) considered a lethal act that will kill whoever it is you dump. Not that it seems to affect anything when you do it. The skill bonus to Headhunter for dumping bodies is tiny compared to the old Ninjutsu bonus you got in 1.63. There's no longer much benefit to compulsively hiding every body.
-Sprinting out of combat no longer uses stamina. You can sprint and fast swim infinitely. Such activities will no longer raise any skills. Athletics is mostly removed from the game or just spread out in various weird forms elsewhere.
-Killing enemy with tech weapons raises Engineering skill, which is . . . interesting. Power weapons raise Headhunter (so do takedowns, lethal or nonlethal). Blunt weapons and fists raise Solo, which is a skill that seems to replace Street Brawler. Haven't figured out what raises Shinobi yet. Quickhacking and jacking into access points raises Netrunner. All skills have 50 levels now instead of 20 from 1.63 .
-Enemies do scale with player level, just . . . not that aggressively. This means you can keep getting meaningful xp and street cred even in Watson no matter what your level. Consider the implications for chapter 1.
-Overall there are fewer power gradients among weapons compared to 1.63 . There are essentially ten power gradients: tier 1, tier 1+, tier2, etc. all the way up to tier5+ . Tier5+ is essentially an upgraded Legendary. Normal weapons can't be upgraded; only iconic weapons get that treatment, but a normal weapon could possibly drop as a tier5+ weapon (or any other tier). You won't find much variation within a given tier.
-Clothing no longer provides armor except for things like bulletproof vests. Most of your armor comes from perks or cyberware (or both). There are no clothing mods.
-Cyberware is very different. Lots of new stuff available. Some bonuses from old perks that were removed in v2.0 are now in cyberware. It seems like you can't buy anything but base level cyberware, and then you have to spend upgrade components on it leveling it up. Unlike the old system, there are now 10 power gradients for cyberware that match the gradients for weapons: tier1, tier1+, tier2, tier2+, etc. up to tier5+. Cyberware has no stat requirements, and there don't seem to be any street cred requirements either.
-Vehicles are no longer sold individually in side quests. Instead you go to a terminal and select them from a catalog, though what you can buy is limited by your street cred. Sadly they won't tell you how much street cred you need for a particular vehicle, only that your current street cred is too low.
Seeing lots of "fun" new behaviors from the police that are frankly terrible. Police patrols are now everywhere (at least in Watson), and if they see you firing a gun for any reason, they'll go ham on you. Even if you are using firearms to fight enemies at an NCPD bounty location where you've been explicitly given clearance to use force. In fact, nearly every killable enemy has a NCPD bounty on their head, so it's bizarre that they'd get so upset with you discharging firearms in their direction. However, if you use melee weapons or quickhacks, the police won't aggro, and will instead aggro the enemies if they pull out guns and fire them at you. In fact, if you find a random event where the NCPD is in a firefight with gangoons and you post up next to the cops to help them, they'll turn on you if you use a gun (but again, they won't mind if you just bash people with a stun baton or similar). So dumb. You have to be careful doing gigs since cops may be lurking right outside an enemy warehouse/garage/whatever and will enter the mission area to attack you (and give you stars!) if they notice you engaging enemies with firearms.
Civilians are constantly getting into wrecks in v2.0 . There are massive pileups on a regular basis. They will also run into parked cars, including yours.