My take is that while Wilds is more or less the course I expected the series to take in regards to scope, it is by no means the course I'd prefer it continues heading towards, with ever more infinitely demanding hardware requirements and terrible performance that takes them from 6 months or more to fix.
I will always advocate in favor of a more focused, contained style that shone brightest in 4U and GU, but I know people would scrunch their noses at the notion. So what's the happy medium between old and new? in my opinion, it is Rise:
it scaled back the overly cluttered maps that World introduced to something more manageable (but no less interesting - pick apart a MHW map objectively and you'll see there is nowhere near as much real traversable terrain as it seems), and allowed for a fair bit of customizability with Switch skills, something I appreciate.
I know the Wirebug and Palamutes have their detractors, and in part, I'm one of these detractors, actually; I prefer fighting grounded, and the Palamute seems like a wasted means of conveyance on the more compact, focused maps Rise has. That said, it is undeniable that the wirebug adds much to the movesets with offensive and defensive options.
In some ways, Wilds seems like World 2.0, which is also what I expected. The movesets feel familiar, but interesting and mercifully the wound system doesn't get in the way, unlike the Clutch Claw did.
All that said, the RE Engine clearly wasn't made for this kind of thing, and Capcom will have to work hard if they want to get those steam reviews above the middling point they are at now.