This game has to walk the same fine line between controllability+player freedom and fluidity/scripting that the Arkham series had to. Both are high-profile characters known for their skill, and each are AAA experiences meant for casual audience while having (seemingly) lots of options available to the player. The prestige of those characters means the devs won't let the player just smack face first into a building or fumble a batarang, but swinging and fighting has to achieve a satisfying level of control too.
Insomniac has to make it feel satisfying to traverse the world while streamlining certain maneuvers (e.g. flipping through a catwalk/exploding watertower). They can't expect most players to be able to manually pull some of that stuff off, and it must be really hard to design such minute control. They also have to allow the player enough control over their movement/abilities that it feels engaging to playplayers need to be as engaged with the gameplay as much as they need to be impressed by what they're making their character do. I don't envy them since it's such a hard spot to be in, but they seem to be doing a good job.
I actually find the Arkham-like combat to be a better fit for Spider-Man, and while the swinging and fighting could stand to be a bit more swift, there's an intimacy to all of the player actions that makes it fun to watch (and hopefully to play)stuff like flipping over ledges and spinning through tight spaces is really great and seems to help give the city some texture, rather than it being a series of rectangular prisms that may as well be completely smooth and featureless as far the game is concerned. I really, really liked Spider-Man 2's web-slinging, and am still incredibly impressed by it today for its sense of momentum, but even if this new SM doesn't achieve that same speed and inertia, it looks to be a solid experience that captures some of the cool minutia of the character's traversal.