I think it is.
The primary issue with the tech web is that it facilitates, nay encourages, beelining. Now, Civ players have always, to a certain extent, beelined. Even in the days of Civ II I can still remember focusing on getting Philosophy first for that sweet free tech. But the tech web allows beelining to a hitherto unknown extent, and the effects of this have been major.
One feature early in Civ:BE's development and release was gaining free technologies. Slavic Federation used to gain a free tech upon launching their first satellite, Adept Blue used to reward a random free tech upon trade route completion, Franco-Iberia gained a free tech based upon virtue acquisition, Quantum Computer used to grant a free tech.
However this all was either removed before release or changed in the major balance patch that followed release. The reason? The tech web allowed you to beeline Tier 2 and Tier 3 techs and slingshot into much higher affinities and units much earlier than intended. Only the Institute quest choice remains, and still remains a key component of victory strategies. In exchange, we got bland, boring sponsors, and bland, boring Stations.
Let's compare that to the old linear tech tree of Civ. Babylon can take a free tech by Writing, and the Great Library, and early game wonder, also provides a free tech. Yet whilst these two factors are quite strong, they provide no-where near the benefit that free techs did, and do, in Civ:BE. No matter what that Babylonian player does, they can't use their potential free Tech to jump forwards to the Industrial era.
The tech web also explains why the wonders in Civ:BE are so often underwhelming (especially at release). End-game wonders in Civ can be really powerful, and indeed have to be, because by that stage of the game they need a major impact to be relevant. But if you put a very powerful Wonder into a tech web, a player can access it much earlier than they can on a linear tech tree.
Tier 1 affinity units were nerfed into arguably uselessness due to the same issue. Beelining Battlesuits was a dominant strategy at release, and yet again this was a result of the Tech web.
Because of affinity points being mainly produced by technologies, players are encouraged to only research the techs that assist them in gaining their affinity victory. Players thus hit end-game significantly earlier than they do in Civ V, where players must research all techs in a tree (to a certain extent). Games end earlier, and much of the end-game is simply unexplored, with certain units like the CARV, Rocktopus and Aegis never see use because they are off the main tech paths in the web.
The same simply can't be said for games like CiV, because players by a certain point MUST have access to particular units. In games with a linear tech tree, more units can have bonuses against units of other kinds, because the developers know that players must have access to the counter naturally at some point, and if they don't have it quickly enough, they can quickly gain access to it. By contrast, Civ:BE units mainly gain their bonuses against other units via affinity upgrades, which reduces tactical gameplay. A Battlesuit, a SABR and a Xeno Swarm are all equally good against enemy armour; the only defining difference is unit strength. Compare that to CiV, where Pikemen counter Knights, who counter crossbowmen, who counter Swordsmen, who counter Pikemen. Units feel boring in Civ:BE, a fact not helped by a quite uninspired upgrade system.
This is not to say that all issues with Civ:BE are due to the tech web. But I do think that it's the biggest root cause of Civ:BE's issues.
TLDR: How many of Civ:BE's issues would be solved if the tech web was replaced with a traditional linear tech tree?
The primary issue with the tech web is that it facilitates, nay encourages, beelining. Now, Civ players have always, to a certain extent, beelined. Even in the days of Civ II I can still remember focusing on getting Philosophy first for that sweet free tech. But the tech web allows beelining to a hitherto unknown extent, and the effects of this have been major.
One feature early in Civ:BE's development and release was gaining free technologies. Slavic Federation used to gain a free tech upon launching their first satellite, Adept Blue used to reward a random free tech upon trade route completion, Franco-Iberia gained a free tech based upon virtue acquisition, Quantum Computer used to grant a free tech.
However this all was either removed before release or changed in the major balance patch that followed release. The reason? The tech web allowed you to beeline Tier 2 and Tier 3 techs and slingshot into much higher affinities and units much earlier than intended. Only the Institute quest choice remains, and still remains a key component of victory strategies. In exchange, we got bland, boring sponsors, and bland, boring Stations.
Let's compare that to the old linear tech tree of Civ. Babylon can take a free tech by Writing, and the Great Library, and early game wonder, also provides a free tech. Yet whilst these two factors are quite strong, they provide no-where near the benefit that free techs did, and do, in Civ:BE. No matter what that Babylonian player does, they can't use their potential free Tech to jump forwards to the Industrial era.
The tech web also explains why the wonders in Civ:BE are so often underwhelming (especially at release). End-game wonders in Civ can be really powerful, and indeed have to be, because by that stage of the game they need a major impact to be relevant. But if you put a very powerful Wonder into a tech web, a player can access it much earlier than they can on a linear tech tree.
Tier 1 affinity units were nerfed into arguably uselessness due to the same issue. Beelining Battlesuits was a dominant strategy at release, and yet again this was a result of the Tech web.
Because of affinity points being mainly produced by technologies, players are encouraged to only research the techs that assist them in gaining their affinity victory. Players thus hit end-game significantly earlier than they do in Civ V, where players must research all techs in a tree (to a certain extent). Games end earlier, and much of the end-game is simply unexplored, with certain units like the CARV, Rocktopus and Aegis never see use because they are off the main tech paths in the web.
The same simply can't be said for games like CiV, because players by a certain point MUST have access to particular units. In games with a linear tech tree, more units can have bonuses against units of other kinds, because the developers know that players must have access to the counter naturally at some point, and if they don't have it quickly enough, they can quickly gain access to it. By contrast, Civ:BE units mainly gain their bonuses against other units via affinity upgrades, which reduces tactical gameplay. A Battlesuit, a SABR and a Xeno Swarm are all equally good against enemy armour; the only defining difference is unit strength. Compare that to CiV, where Pikemen counter Knights, who counter crossbowmen, who counter Swordsmen, who counter Pikemen. Units feel boring in Civ:BE, a fact not helped by a quite uninspired upgrade system.
This is not to say that all issues with Civ:BE are due to the tech web. But I do think that it's the biggest root cause of Civ:BE's issues.
TLDR: How many of Civ:BE's issues would be solved if the tech web was replaced with a traditional linear tech tree?