Done. Mostly did a stealth/quickhack/melee weapons focus, ended up fully loaded on Body and Tech. Due to some missed dialogue choices I probably regret not having enough put into Cool. Being out and about trying to hack everything, it seems I lacked for Intelligence, too: couldn't buy much Frontal Cortex gear, etc.
Got into crafting lateish, but I still think the system is garbage: apparently components were way easier to source in some of the early patches. I suppose I could live with some conceptual distinction between Crafting and Upgrades, but not having separate resources *and* skill perks. It was kind of nice being able to pick a few things that could level up with V, but the game has so many loot drops it doesn't really matter.
After closing it out, I'd say the real high point of the game isn't at the end, it's all the stuff in late Act 2, especially the missions that retraced Johnny's footsteps. Good worldbuilding and very effective use of the soundtrack!
In Act 2, you get your choices, your non-linear open world: all your cake, and the eating thereof. As an extreme example of how open Act 2 is, my V simply left Takemura and Hanako on the lam for about 3 weeks, as I did a bunch of gigs, and levelled up. This was especially amusing as, when I finally caught up with Takemura again, The Plot assumed that all of 20 minutes had passed since the parade.
Compared to all that, even though you get your big main-plot payoffs, "Act 3" feels rather small.
The most fun I had - which was in Act 2, of course - was a page out of the old senseless mayhem department: Was on a cruise around, these mercs just started shooting at me for no reason. I start shredding their circuits, but more and more keep coming from around the corner. Turns out that they were lookouts for the nearby Night City Prison - whoa. And tons more guards are pouring in from around the corner.
At one time that might have been too much heat for V alone, but Johnny has dripped into those synapses pretty hard by this point. So what happens next? I keep going with the Spooky Action At A Distance, dropping every guard in the place from a mile away, never firing a shot, watching the prisoners roam free from the yard. Did it all wearing Johnny's outfit, almost as if the rockerboy himself had started a riot. Too bad I couldn't get in to loot all the tech that dropped.
Next to that kind of emergent gameplay, the endings were a bit of a letdown. But they're true to the theme of Cyberpunk, that's for sure.
Also in the theme of Cyberpunk: Playing on a Cloud Service. For good or ill, it honestly made it feel like I was personally jacked in to Arasaka the whole time.