Unkillable Cat - They did say this was the place to be for non-sugar-coated criticism.
Sorry you didn't enjoy the mission! At risk of sounding overly defensive (not my intention; in fact thanks for being so frank, it's a refreshing change from the TTLG echo chamber), I wonder how much of your complaints are just down to personal preference? I guess if you didn't like Dishonored, it follows that you wouldn't like this mission - I love Dishonored and was definitely heavily influenced by it,
and I also tried hard to make the mission accessible, which perhaps translated as bland.
First off I'm terribly sorry for the late reply - I've been busy with other things (including finishing your mission) and you deserve an answer first you came here. Welcome.
But to answer the underlined part first - this explains a great many things. You're following standard game design philosophy of trying to appeal to the lowest common denominator. Makes sense if you want publicity and lots of sales, but it does little else except hurt your game. Check the big AAA-games in general vs smaller games that dare(d) to be a little different and stupid or more challenging... like Thief: The Dark Project.
Of the issues I named that I can surely say are personal preferences, I'm gonna start with the artificial restraints on movement.
Every gate in the FM is closed, and in every single case I must either make a small detour, or come at the gate from the other side to open it, and in proper order. While there's nothing wrong with using these design elements in general, it gets noticeable and bland when they're pulled out for every gate. Dividing up the level can make sense for several reasons, but you went overboard on this one. Too many compartments, too many times that the "flow of travel" is disrupted by an obstacle.
(On that note I have to report a bug. The gate leading to the sewers in the shop booth area can be leaned through to frob the lever, granting nosey taffers access to the sewers ahead of schedule. By using this method I entered the Hammerite church first through the crypts, and it set off objectives in the wrong order, though it didn't börk the mission.)
Consistency is also another pet peeve. Some keys stayed and cluttered up my inventory, while others vanished after a single use. With so many keys jangling in my pockets by the end, I have to ask why a keychain wasn't implemented, especially since it's been done before. This also translates into architecture. The building with the statue guarded by the security system, for example - there are no doors leading to the lower levels (frobbable or otherwise) and no visible means that connects this part to the ground level. How do the guards get in and out? Do they skirt the outside walls to climb in through that open window, just like I did?
You also mention trying to get a "day in the life" feeling going on, which is hard to do when almost every place is empty. I'm not just talking about the streets, but houses as well. I get the feeling that you had a grand idea for this FM, but then realized you bit off more than you could chew and had to downscale - but went too far when it came to the people. Compare to "Morbid Curiosity" - there are some people about, but clever usage of sound cues at key locations gives an impression of a far greater number of people around, even though you never see or meet them.
My biggest peeve are the audiologs - more on that later.
There is one final point that I didn't mention that is most definitely a personal bias, and no doubt had an impact upon my overall opinion of this FM: The new models and assets that fans made for Thief 1 & 2 some time back. The bookshelves, some furniture, railings etc - I generally don't like them as I don't feel they fall within Thief's style - and that's before we get to the point that their "hit boxes" don't always translate properly, leading to instances of me mantling on thin air and such. Yes, they're not as blocky and pixelated as Thief's original assets, but they feel too much like placeholder models for The Dark Mod.
I'm curious as to which texts you thought sounded like audiologs - there are a few (hopefully in-character) journals, but I went to some lengths to try and avoid the thinking-in-text problem by using letters, official reports etc. wherever I could.
Sadly I'm gonna have to say: "Almost all of them." Not every readable is a transcript of someone's innermost thoughts, but their purpose as exposition devices or information delivery units is clear as day. If you're jotting down a password/combination that you need to remember, you don't say that it's the password, or even hint that it may be (unless the intent is that the author of said readable is an imbecile). A simple "Remember - 1337" message in a page margin (or in a seperate paragraph, you know what I mean) makes sense. Someone writing a journal that, if read by the wrong party, incriminates the writer also makes no bloody sense. (Winterbottom's journal.) Honestly there were too many examples to point out more specifics, but two good readables were Letchin's (sp?) letter which was written in Bad English by a not-so-clever taffer, as well as a letter where the rest of the staff was told about how one guard got fired because he dropped the key down the sewers. The rest, however...
Since I've spent so much text on this, I might as well add some more about how the rest of the FM played out for me: I loved the Hammerite church and the sewers, as well as the paranoid noble who fortified his position. But in terms of architecture the rest didn't do much for me... though I have to ask what possessed you to make a few ceilings being outright
stuffed with thin wooden beams? It looks great and all, but I wouldn't be surprised if DromED punched you in the face at least once for even trying it.
Turns out I was wrong about the potted plants, but not about the laundry list of objectives. At least many of the "sidequest" objectives were optional, which is a huge step up.
One question - the guy in the sewers that broke into the Hammerite church -
why did he do so? Why steal that thing in particular? Did I miss a readable somewhere that explains this? (I did find the readables by his bed, but they didn't answer this.) He claims he's hungry, yet he didn't touch the food in the kitchen.
(Another potential bug is about critter conversations. On three seperate occasions (guards by gate next to fox parade float, guards outside The Stag, and the Hammerites in front of the altar) I could see what looked like a setup to trigger a conversation, yet only in one instance did a convo actually take place (guards by The Stag) and it only did so the second time I came close to them (after a reload).)
I ended up 900 loot short of the total amount after 3 hours, 25 minutes of gameplay with all objectives ticked off that I was given. While there's plenty to do in this mission, I can't exactly recommend it to other taffers, but I'm not telling anyone to stay clear of it either.
I hope this helps.