Hmm, dunno if I agree completely. I think it's mostly the militia that makes up most of the enemy variety I have seen, vs. in City where almost every enemy group had equal footing and equipment. Gotham gangs seem to only maybe have guns and impromptu weapons and occasionally a brute or two - see penguin/firefighter missions.Yeah. Having more enemies and having unique enemies that require a very specific method to take down is a mix that makes the combat a lot less 'free-flowing'. A lot of the core purity it had in the previous games in the series is lost.
I think they really stretched it beyond belief with the Arkham Knight Militia though. They have medics, a crapload of brutes - not counting the ones that can switch weapons on the fly - stun batons, proper shields (and shields in large numbers) and I think it was a huge stretch for Arkham Knight's men to have sword dudes too. On the predator side DTM jammers, DTM detectors, mine layers, like holy crap, any encounter with a local gang vs. a Militia setup is night and day, I swear.
I feel like the variety overall is nice, but we don't have challenge maps to see what RS would've actually tuned them for. Also, I would imagine even in a challenge map, there would be a lot of unarmed filler dudes for you to bounce around in no matter to faction you're off against unless it's some kind of gimmick wave like a few existed in AC. You just might not see it often enough in story mode/free roam though.
And only I think only two enemy types have hard counters - shields and brutes, and even then an instant takedown goes through them if so inclined. It's just that their hard counter move grants actual iframes if used on them, but not on anyone else.