Longknife has nailed it here along with his previous comments.
In FNV with DT and ammo types, battles with deathclaws were high pressure big risk/big reward type fights. The high DT precluded the use of many weapons which meant you needed to be properly prepared. This was further enhanced with JSawyer mod and very hard. You needed the right weapon and needed to not miss. Even then you'd need a few follow up shots as the deathclaw ran at you. If the deathclaw got to you, you were killed. No amount of armor or healing would save you, though abuse of drugs could give you an extra hit to absorb.
The new system looks to be:
1.) Get power armor - hopefully I am wrong here but I think due to how much work has gone into the new power armor that it will be nigh required for meeting the games challenges.
2.) Get a lot of stimpacks and get good at hotkeying them. It looks like the order of the day is to heal-tank the enemies which means you can not lose or die as long as you have enough healing.
The baseline problem is the apparent DR system that they are using. The winning move will be to get to the max DR and heal tank the world. Any armor that does not take you to the max DR will be woefully underpowered as one would assume that if the game is to be challenging that it is balanced for using the max DR.
Example:
500 HP and 85% DR
To get three shot (gives you a chance to heal) enemies would need to hit for 1111 damage.
If you had lesser armor at say 50% DR you get one shot and die.
If instead the game is balanced for 50% DR and a three shot scenario you'd get hit for 333 damage. Three hits and it kills you at 50%DR.
With 85% DR the above scenario becomes almost 50 damage felt and you can last for eleven hits. A trivial challenge at best.
DR combined with limitless instant healing makes for a trivial challenge.
P.S. As far as future wild rumors go - what if Chris Avellone left Obsidian to make Van Buren the way we all hope it should be?