Anyway, Crimson Fleet questline: I really love what they're going for but it doesn't fully come off. There are a few "social stealth" bits that almost suggest like they're going to play out like Hitman. Infiltrating the party on the luxury cruiser and trying to steal the ComSpike from the military ship are both way cool conceptually, but torpedoed by the presence of the quest compass. I think one great mod could be a quest compass removal one, like Skyrim had - though navigating New Atlantis would be a massive fucking hassle without the compass.
When it comes to quests that do this stuff in Bethesda games, I think the compass should lead you to the cell or at least the interior with the item (or the target) but not show you exactly where it is.
Assuming the cell is about the size of a small room.
There's a mod for Skyrim called Legacy of the Dragonborn that requires you to go through several dungeons and pick up unmarked physics enabled items to progress, and some of these items are tiny.
If you go in with big explosive spells, the items just go flying everywhere, and you'll find yourself forced to search for them, and that is not fun.
In one dungeon, a Draugr ruin, I had charged in with the Fire Rune spells and blasted a tiny key to who knows where,
I had to search for it, and I gave up after about 20 minutes, because it was completely eluding me.
Then fired up SSEEdit, cross referenced all the keys in the mod with the dungeon I was in to get the 'Reference Id', and then used player.moveto to teleport to the thing.
The process repeated at least 3 more times for quest critical notes.
Point of the story: Not having obnoxious quest markers in a Bethesda game isn't always a good thing.