Are enemies procedurally generated?
If I remember well, the original concept was for enemies to be “put together” from different body parts when they are mutating. You would never know what kind of combination you would encounter - some would synergise better, some not. When the game stumbled on the variation whch cause you problems it would make more of them, until you adapt.
From videos I have seen I got an impression, that what we have seen so far are couple pre-determined builds in rotation, rather then full on generation - for example I haven’t seen a crabman using a gun and a shield.
If such change happened, I think it is understandable - designer can put together variations of crabman which would be fairly balanced, however I am not sure if “one type per lair” should be preserved in this case. I would rather see interesting mix of enemies in the same mission and have enemy base progression be expressed differently - be it in enemy numbers, or different enemy “builds” having different difficulty rating, with some appearing only when there is more then on lair operation in the area, or simply by deplying buffed versions of core builds.
If generation is still present but somehow muted (like some parts not appearing together to forbid OP enemies), what if a point system was introduced? Every body part would have a value, and PC would have limited amount of points when generating an enemy, so a more effective ones (like gun+shield) couldn’t be constructed by single base enemies. However, as enemy expands their presence in the area their point pool would increase allowing for a more deadly and more difficult to disable combinations.