I disagree about the lighting being worse. It's significantly better than in 2K16 and the example you provided is a created practice court that doesn't nearly show off how good the lighting can actually look with real NBA players.
I had the same initial reaction as you but by the time the Team USA game rolled around I was very impressed. And it only gets better as we see actual areas in the release which from screenshots I can tell are already much more accurate to real life lighting and colors.
You however COMPLETELY nailed the body models being terrible-- especially about the part where you didn't really care as much as others before but can't help notice how BAD many of the changes are. I feel the same way and never made a huge issue out of the body type inaccuracies-- but this year, the lack of body types AND the complete absence of muscle tone on the "thin" body is... well, a visual travesty for a next-gen game and 2K game, even for me.
I can't see any actual improvement over last year, and whatever work was done just made existing bodies that looked fine much worse. I can't understand why that artistic decision was made or what the vision or goal was. I almost have to think that some setting for thinness of the skinny player model and the strength of the normal maps were turned down on accident and the game shipped anyway. Durant, Curry, and most of the bodies in the Prelude look like poor character art from a last gen game. Not from 2K ESPECIALLY when you look at how players have looked from 2K14 to 2K16.
I have to almost think it was a bug. It's really that bad.
It's just very difficult for me to understand what the character artists were trying to go for with a year's amount of work and with the existing graphics in 2K16 being pretty decent.