There’s more to those small gigs than you think though, I had to neutralize a target in a dance club but once there I could start a conversation with the guy giving him the chance to leave the city. That was really easy to miss, also due to some interface bug. Several gigs also refer to one another. A lot of stuff is buried underneath something else in this game or doesn’t come through as clean/precise as it should which is perhaps the biggest issue, even in the gigs. You have to wade through too many UI layers / shards to see the interesting lore stuff. Coupled with the multi-approach level design I’d say this is the best collection of Deus Ex-like (mini-)missions I could think of. That’s the game’s true heart. Once the game systems are better balanced/the graphical/physics problems are fixed and / or modded people are going to beg Square-Enix to build the next Deus Ex in this engine or folks will try to convince Paradox to switch Vampire: Bloodlines 2 over to this. The NCPD skull missions and cyberpsycho sightings are more of a missed chance because they really feel like filler (except for a few surprises).
Maybe too many of these things are small details (like the hasty Takemura-dilemma in the main quest which a lot of people missed just because the game didn’t spell it out, that did have a bigger consequence all the way to the end though) but they are present.
Runs great on a three year old PC rig and it has me wishing for more. I got the Vampire: Bloodlines feeling (great setting, unresolved mystery stuff and most characters act and feel life-like) and that’s a rare thing nowadays. Biggest difference with Bloodlines is that more stuff to do will eventually come, even if we have to wait for a year.