Late responding because I was in a meeting, but re: "loot game" and time gating:
Loot game
I feel like Destiny is primarily a loot game, but is less so than it was in Year 1.
This is because of things like useless exotics like the CE stuff, class-locked exotics, quests for exotics that are doable whenever, and "opportunity" exotics like Spindle.
Also, random rolls on equipment makes it feel less like an established ideal that you "should" be working toward. 2.0 definitely feels more like gear is just a means to an end.
Like Year 1, I fully expect to still be playing and enjoying myself in the sandbox with the raid pals even once I get all the loot I care about. I didn't keep playing in Year 1 to complete my exotic collection, I played because I enjoyed myself doing it. The new loot stat system will likely mean I'll continue to get incremental/horizontal "advancement" with slightly higher light levels, trading handcannon loading for scout loading, etc. for extra gravy.
Time gating
I actually REALLY like that stuff is being dripped out, like we couldn't reall start the SS quest until this week. It means something new will be happening periodically in the game. It also helps to mitigate the FOMO thing, because there are fewer things the .01%ers to have gotten/done that I haven't. If ALL the quests and exotics could have been obtained at launch, there'd be SOMEONE who had them all. I acknowledge, unabashedly, that this is selfish, but I think it's probably good for the overall health of the game. EDIT: I think how it's been done so far is a bit clumsy (making you replay the boring/foregone conclusion part of the Spindle mission, unexplained dead ends in SS), but they'll get better at that.
I REALLY hate that once those things are "turned on" they get snatched back at the end of the day. It's antithetical to the whole "real life compatible" theme.