This set, I've done something a bit different. Mostly this is down to not having as much time. Instead of making a comprehensive spreadsheet with every card in it, I've gone through the specific traits I cared about, and counted up the number of cards at each rarity which fit the bill. End result should be the same, but in all likelihood I've been a bit less comprehensive.
Again, the numbers I give here are all going to be on a per-draft basis, i.e. the average number you expect to be opened over 24 packs. I'm excluding foils, as always, as well as the new entry into the Masterpiece series, Kaladesh Inventions. And again, this is all the cards in the set - I'm not making any judgments here based on "what's playable" (I leave that up to you, the reader).
Kaladesh is an artifact set, so let's start there. There are 68.9 Artifacts per draft, plus 18.8 Fabricate cards and 4.5 other cards that make artifacts, for a grand total of 92.3 cards in each draft that either are or make an artifact. Obviously a lot of these cards are mediocre to bad, but the point here is that if you want to have enough artifacts to make sure you have one in play when you want to, you can do that - an average of over 11 per drafter is plenty, and even discounting the bad ones, if you put a bit of emphasis on getting them, this shouldn't be a problem.
On the flip side, how many cards care about you having artifacts? 9.5 per draft care about you having a certain number (on most of those, the threshold is one, but in a few it's higher). Beyond that, 22.1 want you to have effectively as many as possible (either buffing them, cheapening them, triggering off them entering the battlefield, etc). So in total, that's 31.7 cards per draft for which you actively want artifacts.
I would love to go deep on energy, but likely won't for a couple reasons. First, it would take a long time to do the justice I want to. And second, good analyses already exist. I recommend checking those links out if you're interested. I will give some perfunctory numbers - 58.6 cards per draft generate energy, of which 45.8 cards per draft use it.
I've already done some analysis of the mechanic, so here I'll just add that the cards are, as a whole, strong. Also, some numbers - only 12.1 Vehicles per draft, which is a lot fewer than I think most people are imagining. Definitely enough that they're around, but I think you'd kind of need to go out of your way to get too many - as most decks should be able to hold two without much problem, and three pretty reasonably as well. You do still want to not draft too many of them, but as long as you keep creature balance in mind, I think you'll be fine.
I will also note that 8.75 cards per draft care about Vehicles, either by explicitly referring to them (some of the pilots, Start Your Engines), or by giving you some bonus when they become tapped.
There are 13.2 Enchantments per draft in the set. I basically just bring this up for use when you're trying to figure out how main-deckable your Naturalize effects are.
One half of Fabricate is artifacts, and how many cards care about those; the other half is +1/+1 counters. 28.75 cards per draft do this beyond the Fabricate critters, which gets you to a total of 47.6 cards per draft when you include the Fabricators as well.
On the flip side of the mechanic, just below 5 cards per draft actually care about +1/+1 counters, definitely focused more in Green than anywhere else.
75.6 Creatures per draft have some kind of enter-the-battlefield effect. Of these, 34.8 are providing energy, 18.8 are Fabricate, and the remaining 21.9 are "something else". To compliment that, the number of blink or flicker or self-bounce cards per draft is 12.7 per draft - not tons, but in fairness, more than the number of Vehicles. Of course, some of those aren't great, and more are generally going to be targeting your opponent's stuff. But you can notice this, anyway.
There are 40 pieces of removal per draft, or 5 per player. This is very marginally less than EMN (41) and OGW (42), and marginally more than SOI (38). I will note, though, that there are more-than-average sweepers - black, black/green, and red all have uncommons that care about toughness (along with a Black Mythic which does as well), and White has a rare and a mythic (both of which don't). That gets us to a total of 3.5 Sweepers per draft, which is still small but, way way higher than we normally get. This in turn means we've got very slightly less spot removal than we typically do, but I don't think this will be noticeable.
Please let me know if there's anything else you'd like me to run the numbers on here - I will try to do so if I can find time. I'll try to give some impressions of cards to give 'hot takes' or opinions on, but we'll see if I get the time. I do have some more constructed deck sketches I am working on for sure.