I'm confused on that too. We do know that there are a number of
difficulty settings in Star Wars Outlaws, but most seem to be for accessibility tuning to bring down frustrations, rather than piling on challenge; I don't think we know yet what it does if you want the game to honestly test your skills?
Personally, I find most of these types of hero action shooters to be really loose in "challenge", that they can rarely add enough mechanics to vary the game and are too hung up in the cinematic action and "brutal combat" to be thrilling as "games". They're "interactive experiences" in a natural world, with puzzles and navigation challenges and fun visual setpieces splashed about plus some general combat systems like punching or shooting added for familiarity of those seeking what they consider action, but by their very nature they struggle to have distinct challenges where mastery of technique rewards players. You can make enemies spongier to bullets, you can make a hero die easier from damage, but you have to do more than just what's normal if you want challenging gameplay. (Usually quicker kill rates just make a game more frustrating, not fun.) I'm not a total fan of Vanquish, but you can look at that and go, Oh right, these games could have some flavor to them if the heroes ever realized they were in a videogame!
Uh, sweatshirt, I think the word you're looking for is "sweetie" or "sweety".
And crank about whatnot if you will, but what's going on here is not really because it's a female character. This is just what happens when action is designed around setpiece settings and thrill-the-fans cinematic events rather than mechanics and challenge. This character can do everything imaginable at the push of a context-sensitive button; a game needs shades of techniques or limitations on capabilities, it needs failure conditions and rewards on skill or tactics. From the previews, none of this was evident (or active on that difficulty level,) which you get in a game rushed for visual and cinematic value and bulletpoint design without the fundamentals of gameplay built in. (Swarms of enemies at various intensity levels in graduated failure states, for example, reads great on a fact sheet, but if all the enemies can be easily dispatched with bog-standard gunplay, the feature doesn't feature.) That goes for whatever character or franchise you use. She doesn't have "Mary Sue" powers; she does nothing special or exemplary (aside from having Nix go grab guns.) It's just that the game has not developed (or not shown it to have been integrated) anything to confound those basic hero actions.