NG AI is a bit too much, but enemies, all of them, need to be faster and more aggressive, especially the basic mobs.
While the AI is balanced around the combo system, the AI doesn't really scale all that well on the higher difficulties. Another problem is the most elite enemies of all three recent games (Abyss, Hell Vanguard, Blitz, Dreamrunner) have highly predictable movement patterns, due to their teleporting which have lengthy animations and thus are extremely well telegraphed. Games like Bayo and NG mostly don't have that as even the most elite enemies have quick attacks and they don't maneuver by teleporting. Other elite enemies like Witch, Tyrant and Faust are instead very passive in terms of movement.
Furthermore all enemy types should have more defensive options like blocking, parrying, counter-attacking and dodging. Combos don't really feel earned because opening most of the enemies up for a combo is extremely easy. However, DmC DE's approach with enemies on GMD having to be parried is not an ideal solution. They should also experiment with the enemies by having them react differently to being attacked. Take DMC1, for example. Plasmas multiplied when attacked, and Nobodies and the two Deaths transformed or went into rage states. They'd need to balance this and the other defensive options mentioned above, though.