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One of those is a new problem to solve and the other just makes your character worse. It limits your options to approach situations in a game that normally feels pretty expressive.
On the subject of bosses, I do think the arenas could use work. Most of them are just circles, and a lot of the bosses are clearly not adjusted to be fought in pairs. Better arena design could make it feel more approachable.
Maybe during the Iris/Diggy fight, the floor is metal with dirt patches & diggy can only pop up in the dirt so you're less likely to get blindsided by an orb barrage. Add some rails every here and there so you can focus on dodging iris' attacks without worrying about diggy's ground slams if your positioning and timing are right.
The catercoaster fights highlight the arena issue with most of them being a track going straight around a simple arena.
Useless to compare two games with vastly different genres. Overwatch is also dead (Overwatch 2 is not the same no matter how hard you try to argue) and it's normal for team-based games to have "one-trick" classes aka. meta. Roboquest also has meta in terms of builds or equipment that can blaze through the content (ex. Ranger crit build)
It's something I've mentioned around here, Endless mode is just punishing you for daring to play it. If everything is a debuff then what's the point honestly.
Duo-bosses concept just needs some heavy rebalancing, better thought out battle arenas (like your idea about the dirt patch things, would love that personally) but my main gripe is that they add all heavy projectile spam and expect you to be some gemini by spamming everything under your arsenal because "game mechanics" which is against the core of this game as you should refine playstyle to your liking, not what developers want, especially in a roguelike. Bunny shield forces you to either avoid enemies and miss out on some exp, or suffer through lame mechanic that will land enemy a free hit onto you for example.
The areas also should be bigger, games like Dead Cells can have relatively small 2D areas because you can... surprise, parry! We can't do that in RoboQuest. Also it wouldn't matter either way because Endless punishes you for trying to do melee-only build by giving you explosive enemies so it wouldn't matter either way, fun!
(or getting overall stat debuffs, utility debuffs, at that point it feels like every debuff just massively counters some obscure build, forcing you unintentionally into certain build metas. but it's fine, people argue that it's a non-issue, you just need to push past until endless mode becomes nothing more but a sloppy mess where enemies stop being a threat and whole thing becomes a cakewalk. that is, if you can pass first and third duo on g4 lol)