You mean with regards to melee? Well, let's review. Sweet Shot projectiles are IA because despite being smaller than non-SS projectiles you can Tac-Bar against (even homing ones) while standing in place, SSs bypass the Tac-Bar altogether even when it's full and you have nothing else preoccupying you, instead of draining it down. IIRC in PNC normal melee attacks do get dodged by the Tac-Bar as you stand in place but drain it like non-SS projectiles do, and even
getting grabbed drains the Tac-Bar as opposed to bypassing it entirely. Maybe there are melee attacks that do bypass the Tac-Bar in PNC, though.
But then there's the matter of PN2 melee bypassing the Tac-Bar. Well, there is some internal consistency, since even the best reflexes imaginable can do only so much if you're being swarmed or let someone get right up to you, like how Neo from The Matrix can dodge bullets all day even with his feet rooted but in melee sometimes has to stop standing in place and/or block instead of dodging while standing in place if he's got enough thrown at him all at once. And how you have to dash/dive with good timing (since you're still being tracked) to dodge Sweet Shots instead of Tac-Bar dodging it with your feet rooted in place in both PNC & PN2. Yet PN2 being more balanced than the more OP PNC one is hard to parse in diagetic terms.
I would write off one or the other as game mechanics (maybe not on the whole but at least in categories) instead of giving every PN2 melee attacker (including zombies!) Info Analysis; even AAWH Grunts having IA via Sweet Shots in PNC makes more sense than Zeds having IA for ignoring the Tac-Bar when they grab you in PN2.
By the way, the links to videos you uploaded earlier aren't working anymore, at least not for me. Must be a Fandom website thing. You might have to upload them somewhere else, such as YouTube.