My gaming group and I started playing The Ninth Age from the start. None of us were interested in Age of Sigmar, but we had some pretty serious gripes with the design of 7th and 8th edition Warhammer, so a new system that could address those things was pretty appealing. When we sat down with one of the late Beta versions of the rules and went over what the major changes were from 8th edition, our reaction was, "90% of these address the issues that we've talked about over and over with Warhammer."
It's true the T9A came out of tournament organizations, and that it is balance- and tournament-focused. But part of my definition of a "fun" game is one in which there's a real rock-paper-scissors relationship between different units, so that armies can be balanced against each other. It isn't fun for me when I've got one super-build that I have to use, or else I lose. Every time I've played a T9A game (we don't play that often, so it's still new to us in many ways), my opponents and I have left with a feeling of, "this is the most fun we've had playing Warhammer in a long time." (Sorry T9A - I know it's not Warhammer)
It's also true that there's been a dumbing-down of character, and that's been frustrating. But T9A is also very much still in development, and is in the midst of taking steps to re-introduce more a more unique feel to each army. And when considering GW's rich world of background, remember that their fluff said that Lizardmen armies were built on massive formations of Saurus Warriors, formidable creatures who were almost the equal of Chaos Warriors (!). Could you field an army of Saurus Warriors against Chaos Warriors and fight it to a draw in close combat? The armies had "character", in theory, but if you can't play them in a way that is in-character, then what's the point? For myself, I got tired of fielding Saurus and Temple Guard only to see them be killed by magic, be killed by shooting and be killed in close combat - the thing they're designed for!
So on the one hand, I'd love it if T9A came up with rich backstories for the armies, and then created them accordingly. But on the other, I'll be satisfied if they come up with playable armies, and then create stories that explain them, and then shape the armies to better fit their character - which is, as far as I can tell, exactly what they're doing.
Finally, I would agree with the assessment of
@Raptor_00 . T9A is about armies, large formations of infantry and squadrons of cavalry supported by characters, war machines and monsters. If it's a smaller-scale, skirmish game you're looking for, or a game more focused on heroic characters, then there are definitely better options. Myself, I'm in it for the larger-scale strategic thinking that comes with simulating a battlefield. So T9A is for me.