I think the decision to make Skate crossplay with mobile is what mandated the change in art style and the truncated asset set we have been left with. They needed low polygon models that could be pasted over with the same generic textures so as to make the thing playable on lowest rung platforms - kneecapping the game’s visual fidelity in the process.
I wouldn’t be surprised if they had to lay off their arts team to subsidise cross platform development, as this certainly seems to have happened when you look at the credits. There are whole teams worth of artists (particularly environmental ones, IIRC) that are listed as ex-devs. That’ll be why they’ve have to fill the gaps with AI slop.
When it comes to the bungled mobile version, I’m more forgiving. I can only imagine that the senior developers have been forced to take this route and are doing the best they can with limited resources. I don’t doubt they’d like to do mobile too, but at the same time? And to the same fidelity, on the same servers? That’s ill-advised on a number of levels, but particularly from a project management front.
In short, it looks very much like EA have confused their audience with the wider market. Everything about this title suggests a fundamental misunderstanding of the gameplay loops and microtransactions which sustain F2P PvP games versus those of F2P sandbox titles. The attempts to make this beloved franchise something it is not has put a millstone around the neck of what could be a great game. Combine that with the bait and switch pulled from early dev content to the present day, and you have a perfect recipe for player fury and lasting reputational damage.