head to head
Neither is meaningfully harder - they pose close to the same test. The widest gap is optimization, and it is a single point.

Execution · Practiced Mastery
The trilogy capper adding a Batmobile to the familiar freeflow formula.

Optimization · Practiced Mastery
Remake of the original Yakuza following Kiryu's return to Kamurocho.
Batman: Arkham Knight leans Execution (Practiced Mastery); Yakuza Kiwami leans Optimization (Practiced Mastery).
Same score on execution - which means the number cannot separate them. The difference is in what each one asks of you.
Batman: Arkham Knight
Combat and Batmobile control need timing.
Yakuza Kiwami
Brawling combos and dodges are forgiving but present.
Same score on reads - which means the number cannot separate them. The difference is in what each one asks of you.
Batman: Arkham Knight
Scripted enemy AI.
Yakuza Kiwami
Majima ambushes are scripted, not adaptive.
Same score on variance - which means the number cannot separate them. The difference is in what each one asks of you.
Batman: Arkham Knight
Deterministic encounters.
Yakuza Kiwami
Minor randomness in encounters and minigames.
Yakuza Kiwami leans a little harder on optimization, though the gap is small.
Batman: Arkham Knight
Gadget chains and tank routes learnable.
Yakuza Kiwami
Style upgrades, heat moves and gear are learnable systems.
A matching score does not mean a matching test. Two games can both sit at 10 on execution and demand completely different things of you - which is why the reasoning above matters more than the number beside it.