NPCs have a charge to go rogue, that is there very nature and if you played Wasteland 1 you should be accustomed to this.
...some NPC followers (not companions)...
Learn to read.
I fail to see how the story is linear?
Really? Good for you. I guess you're one of those people who thought that Fallout 3 was incredibly non-linear as well.
Hint: Having the illusion of choice does not equate to having any tangible effect on the outcome of a story.
Which skills and attributes are you referring to? I've found cool uses for pretty much every skill in the book, although I do admit that I slightly prefer how some of the skills worked in wasteland 1.
Animal Whisperer -- aesthetic, the whole one quest in the game that requires it to lead a dog back to its master in Highpool, can be done by simply buying the trinket outside Ranger Citadel. Otherwise it's not worth the frustration to try and keep your 1HP pets alive in combat just for a small (and utterly pointless) +1 increase to an attribute.
Brute Force -- explosions have the same effect without the chance for critical failure. And for everything else, there's probably an NPC with it.
Barter -- Do I need to explain the irrelevance of a discount system in a game that has shopkeepers with a finite amount of cash? I have over 20,000 scrap and can't get rid of shit fast enough.
Leadership -- Something I had my main character specialise in--its effect at the start is incredibly minimal and by the time your character has it maxed out, guess what? Your entire party has their weapon specialisation maxed out too. And there's no tangible "benefit" to keeping your companions from going rogue.
Weaponsmithing -- Again, do I need to explain why this is largely aesthetic? Really? Because, shucks, that -1 AP for using a weapon, that 3% increased chance to hit or that +10 cone size is just so meaningful.
Now for the attributes:
Luck -- the only significant benefit is that it "helps" to prevent your weapons from jamming.
Charisma -- the absolute
only benefit of Charisma in this game is to expand the range of influence of Leadership and to increase your individual character's XP rewards each level. It has zero effect on any of the "Ass" skills and, at greater levels, there's only a marginal difference in levels between a character with 10-charisma and a character with only 1.
As for the rest of your post... I can see that this is going to turn into another of your Watch Dogs rose-tinted fanboi arguments, so please excuse me if this is the last time I bother responding to you.
Would you suggest I wait for some bug fixes before I really get into it?
The bugs aren't really the biggest issue that I have with it. I don't know how you'd feel about it. I'd say give it a shot and see how it goes.
People all over have been complaining that the combat is very lame. From what I've gathered it's pretty much the same as all the previous Infinity Engine games (Baldur's Gate, Planescape Torment, Icewind Dale) and we all know combat wasn't the strong suite in those games.
The combat?

It's a turn-based RPG, ffs, what kind of combat were they expecting? FPS?

I'm very fond of this kind of gameplay so perhaps it's a love it or hate it kind of thing.
Anyway...
Another let down.
Moving on!
