That's a great point, and I think that was the most disappointing thing for me.
oNR was designed twenty years ago. That's several board gaming generations; a lot has changed with design technology since then. FFG changed quite a lot between oNR and A:NR: whole mechanics were revamped, card costs shifted, some game mechanics were removed or weakened, others were added. Trace is a great example, it was a lousy mechanic and FFG just threw it out, whether Garfield liked it or not.
On the other hand, looking it DT, it feels to me like it was developed by hardcore fans of the original who were not aggressive enough with the reboot. Another example (in addition to shootouts, which is a deal breaker in my opinion), is that the movement rules are inelegant. I understand them and use them, but they're a major source of confusion for newcomers -- and that's something that you just don't want to have in a game.
I know that DT could become an amazing experience once I dedicate the 10-20 hours to get past the initial learning curve. But that's an expensive price to pay, and I don't think many players will do it. As a result, the community won't grow, and I won't get the experience I'm looking from an LCG. I don't think that the publication timing was a problem, A:NR had no problem cannibalizing GoT players.