I've had a similar experience to Bob, though I don't think I played as far as he did. I was also really confused by the "find a lead" quest marker, and having so much information locked behind the hood was frustrating. I get the idea of making it feel like a resistance where you're working in the dark, but I feel like the player should at least understand what their choices mean (the Haven management, for example). And I can't put my finger on why, but the guerilla ops missions in LW2 felt more like meaningless busy work than they did in Vanilla. I don't know if it's because of the frequency, or because the rewards are so minimal, or something else.
In any case, I put my LW2 campaign on hold (and then went back and finally got the Exquisite Timing achievement after a few tries). I'm hoping LW2 gets some patches and more development, but right now I much prefer LW1 since I think it strikes the right balance of difficulty and transparency in info (well, except for some of the foundry projects that still have lousy descriptions). I was also surprised that the perk trees in LW2 were all hidden since LW1 made them visible from the start.
In any case, I put my LW2 campaign on hold (and then went back and finally got the Exquisite Timing achievement after a few tries). I'm hoping LW2 gets some patches and more development, but right now I much prefer LW1 since I think it strikes the right balance of difficulty and transparency in info (well, except for some of the foundry projects that still have lousy descriptions). I was also surprised that the perk trees in LW2 were all hidden since LW1 made them visible from the start.
I'm just doing my best out here.