Maybe too many robots
Automatron is about robots. You fight robots, you get a new companion who's a robot, and you build an upgrade station for robots! Robots, robots, robots.
Unfortunately that upgrade station represents a geometric progression of the inventory-management-hell problem I lamented in Fallout 4. There are so many damn upgrades, requiring such a crazy variety of salvaged parts and pieces -- the menu is bewildering to look at. I did like two upgrades and never bothered with it again.
(It doesn't help that I'd already picked my favorite companion by this point in the game, and it wasn't a robot. The robot upgrade station is effectively pointless if you don't have a robotic companion.)
This DLC also adds a quest-line to hunt down the Mechanist, whose robots have been roaming the Commonwealth and slaughtering its hapless settlers. You've got the handful of go-here-collect-that-kill-everyone quests that you'd expect, nothing I'd really call special or memorable, up until the final quest that takes you to the Mechanist's Lair -- a gruelingly-long dungeon that I was tired of before the halfway point, capped off with an exhausting wave-based gauntlet of robot fights.
Automatron's content isn't nearly compelling enough to justify how much work is required to enjoy it.
Better than: Borderlands 2: Mad Moxxi and the Wedding Day Massacre
Not as good as: Borderlands 2: Sir Hammerlock's Big Game Hunt
And the ending, where the Mechanist is unmasked: what a disappointingly hackneyed twist.