Actually the controls don't seem all that weird to me. Admittedly the left-trigger to hug-cover bit is a bit odd, but it's no different than something like Mass Effect 2. Just a little more complicated is all. Which, given that I've had issues in ME 2 with taking and keeping cover in the heat of a fight, it doesn't seem that bad. Gears of War I think had a similar setup and people seem okay with that. Thus far to me it just seems like something to get used to. Perhaps not the most efficient model, but it seems like the devs were trying to give you better control in terms of having less moments where your head pops out when you don't want it to, like the world's juiciest watermelon just sitting atop a box and being a prime target for small, fast-moving bits of lead. It's a bit more complicated, but in theory complication means more control and more control means less accidental dying because you popped out of cover when you didn't mean to. It may not be perfect, but it seems like a good thing so far.
Augments....if anything I feel like they unlocked the wrong ones from the start. Sure, some are fine, but I did not get the sense that I was somehow 'superior' to normal humans when I started. Admittedly one doesn't expect to be Superman from the start, but if Jensen is supposed to be better than human, why is he taking fall-damage from rather small heights? Why does one poorly-placed bullet kill him? If anything one acquires Praxis Points too slowly. I don't mind unlocking things, but give me a way to that doesn't take forever.
As far as the non-lethal option goes...well...I think that might be part and parcel to the story. Augmented or Not, all life is ostensibly important. Jensen, as far as I can see right now, is portrayed to be a seeker of truth. He's not here to take sides in the debate. He's got no side. He's just here to do his job for Sarif and ensure people don't get hurt. That is the point of security after all. Well, in theory anyway. But, like many things in the game, all those lines are blurred and we could debate all day about it. However I think the base point could be constructed that non-lethal is a more challenging playstyle, thus the reward in theory should be higher for the risk/investment you put into doing things that way.
I think when they talk about choosing play-style, what they mean is that you have a large amount of options to solve a given situation. Naturally they all fall into the broader realm of either Stealth of Combat, but developers can only do so much in what is supposed to be a story-driven experience.
As far as the AI goes, yeah. They seem a bit dense at times, but...taking context into account, I don't think they're that bad. Take the tutorial mission as an example. They've secured a Sarif Factory, taken hostages, and they know that SWAT is outside the building and for some reason not coming in. They're gonna be tense. I can see where it might go 'okay...if I just stick to THIS area and do my job, I should be fine.' Yeah, that's kinda bullshit, but eh. Realistically it just makes for less annoying moments. Ever play Arkham Asylum and suddenly wind up with two guards following eachother so close that you can't even Silent Takedown one? Yeah. It's annoying. Sure, they've altered their path and everything and that's great, but now you have to figure out how to pry them apart from eachother. and that's just annoying as hell. At least having them see what happened to their comrades and react is real and can help to alter their pathing and whatnot. But them staying on one patrol helps you get on with the bloody game.
Also....did you know that if you're probably 12 feet in the air say on something like cargo-crates or an H-frame most regular people really will NOT notice you? Yeah. Working with and on those things is part of my job and it's true. probably eight times out of ten people will walk right under you completely oblivious. They simply aren't that aware of their surroundings. It may seem stupid, but humans can be stupid. It's "real" AI. Not perfect, obviously, (had a group try and shoot me through a door.) but if it's realism one is after, yeah. People are kinda stupid. Thus the AI being stupid works perfectly.
It's got flaws, but I don't think that it's anything players can't adapt to.