Just curious, can you show a clear example of why its composition is generic and messy?
The panel layout is just a generic one without any real motivation or fluidity in the layout and composition choice, which is further confused by the millions of text bubbles everywhere. Half the time you have to consciously work to follow the proper panel/bubble order, instead of just having your eyes flow.
The other problem is the cluttered action where you often lose track of the motion and what's going on. I think it's chapter 35 pages 11-13(?) That show this a bit, where it's hard to tell exactly where everyone is in relation to each other and the direction certain attacks are coming from.
A few pages down in that same fight you run into one of the biggest problems - the smokescreens/dust/particle effects with terrible contrast. These have been an issue from the start and haven't gotten better. They muddle up the action and effectively black out the panels in meaningless noise. Part of the issue is that these effects, and many of the objects and backgrounds, are lazily composite 3D assets that had their saturation dropped to zero and a few blur effects slapped on them to try and disguise them.