I'm only partway through Expedition, but I think that there might have been some opportunities to improve or diversify quest design for characters who explore and are paying attention. I'm finding that in certain Expedition quests, there's too much of a brute-force approach or lengthy sneaking that is encouraged, instead of razor-like simplicity for intuitive players.
Professor Oldfield Quest (infiltration)
For example, in the quest to rescue Professor Oldfield, a smart character not strong enough to take on the pirates may wish to look for backdoors into the hideout. Of course, you can land on the shore and sneak your way into the prison and escape through the manhole.
You can find the manhole exit by exploring the island it exits onto, and using high perception. But you can't climb up the manhole until it is opened from above. What if the hidden doorway on the manhole island was harder to discover, and you had to use all the perception aid that you could? But if you found it, you could just enter that way? Or is that too easy?
If you are being clever, you will explore areas near the pirates in order to find a landing site, and that island is on the way from the expedition base. So it's pretty clever as it is now: you can find the manhole exit point, and from there deduce where the pirate base (and maybe prison) is.
But what if finding the island manhole exit was even trickier, and the reward is you just get to quickly snatch the professor and get out? Since there are so many perception helpers in Expedition (the colony jelly stuff), I feel that the game encourages such an approach. Anyway, this is only a minor point.*
The Horticultural Centre
It seems to me that you have to sneak or blast your way through many insects in order to get into the centre itself [if you lack agility], from where you have to sneak or blast your way through many insects in order to discover a grown-over console that needs to be herbicided in order to use. So you have to go to the storage level and get the herbicide and then use it in that area.
Then, if you didn't kill all the above-ground insect nests, you might want to do that in order to make water navigation easier.
But shouldn't there be a more clever solution for people willing to use the deduction / skill investment? Right now, the pesticide system in the base is non-functioning. But what if you could sneak around, get a part for the system, install and activate it using electronics / hack / mechanical skills? Then, you pesticide everything in the base, getting rid of the insects and the overgrowth, allowing you to complete the mission, and remove all navigation hazards above the base?
Sure, that would reduce the need for stealthing or fighting, but it would reward players who are mentally alert and paying attention. They still would have had to put skill investment into the relevant repair skills, and would still have to find the part, so it wouldn't be an easy thing that just any player could do. But it would be a more "elegant" resolution, and I think that Underrail is built around such elegance.
Nexus of Technology
Right now, you apparently have to blast / sneak your way through all sorts of crabs and stuff, and then go into an unmarked, convoluted spider cave system in order to finally make it to the Nexus of Technology.
But the map indicates multiple entrances, possibly, to the NoT. It's surrounded by the fetid marsh on several sides. Couldn't one of those sides have a hidden entrance that is revealed with the help of the perception jelly and/or accessed through an agility jump? [Maybe it does, but I don't have the agility to test it.]
It looks from the map as if the NoT might have multiple entrances, so the game should reward a curious player by allowing them in from an alternate location.
I know I may be off-base here, but it just seems as if Expedition lacks some of the 'elegance' that was possible in the vanilla game, such as sneaking to the console in GMS compound and getting the raiders killed with turrets, or the possibility of getting so much done in Depot A just by sneaking around and getting certain components and switches.
*
(Alternately, you could find a different island doorway / route that takes you through some nasty obstacles and monsters, or obstacles that have to be repaired / blasted through), but if you do it, it takes you into a ventilation shaft or ceiling from which you can drop down into the prison, and complete that section as normal. Including escaping via the manhole. Imagine a bigger island section where there's a one-way "ingress" into the prison, as well as the manhole "egress.") So there's no sneaking, and maybe even no combat, but some environmental obstacles that you have to deal with.)