Lol, no.
Read list again
I mean I could write a whole page's worth on the stealth mechanics, which are probably the most realised of the additions. Despite lacking aspects like body dragging (
+1 for SC

) or a stun option, there are a ton of layered mechanics there. Various AI routines and alertness (security vs citizen, public regions vs high sec zones vs trespass zones). Bespoke level design at all of the new locations, allowing for various approaches (clone an NPCs ID through a window, sneak in behind a patrol route as they access a high sec zone, silently kill a scientist to gain access to the next tier, etc). Illicit consumables, loot, tool modes, hacking actions all executable in the mix, alongside the site interactibles (power unit, security measures, industrial production etc). Lots of variation thrown up by the layouts vs potential objectives.
Stealthing around all that by turning your lights off, jet packing passed a security detail while carrying an illicit hacking consumable, and dropping down from the roof at just the right moment between patrols so they don't hear the thud...
is all good
Not profound, compared to a full stealth game. But very decent for an open world title. And a whole world of stuff which SC doesn't have. (And yet which Chris says it will

. Please see the 'pretending to hide from AI' roleplay of Citcon, with
the bodged together arc cutter routine 
)