Finally finished up all the DLCs, some thoughts to get out:
Honest Hearts: Liked this quite a lot. Felt the most Fallout-y, with settlements of friendly NPCs, distinct quests, some "living off the land" feel that New Vegas provided mechanics for but never really forced you to use.
Old World Blues: Writing was a bit of a slog to get through. But this is probably my fault, I'm sure I would have liked it a lot more back when Big Bang Theory was still somewhat amusing rather than the cringeworthy crap that causes intense barely controllable rage for me to hear people reference nowadays in 2018. Gameplay-wise it was really lacking, just drops the player in the center of a circle and dumps a bunch of power creep bonuses around the perimeter with a bunch of overly-similar interiors. Whole damn DLC was power creep honestly. I know I'm walking around with 50k caps by the time I'm level 20 but at least in New Vegas you have troubles finding 100s of stimpacks to buy. Also is it just me or are Radscorpions the hardest enemies in the game due to the lack of a weak point? Well fuck robo-Radscorpions with lasers and explodey shit.
Lonesome Road: The story of this DLC really annoyed me. The whole deal with New Vegas was to start you out as a blank slate, then they go and make some horrible backstory with nukes and shit? It's like if you're playing Baldur's Gate 1 and then for the last 10% of the game you play Planescape Torment. Also the idea of still having working nukes, Ulysses inviting you there just so you can interfere with his plan of nuking the NCR, and you yourself having the option to just outright nuke people is a bit absurd. The linearity of it didn't bother me too much and I liked some of the verticality stuff and area design, so generally alright on the gameplay. I like a lot of sniping.
Dead Money: Was a real slog. Stripping weapons wasn't huge problem, one the the melee weapons decapitated everything in 1 or 2 VATS attacks. But the F3/NV engine has always sucked in close quarters action and this is all close quarters, with additional annoyances of mines, collar exploders, and a generally tedious to navigate environment. It's also sort of the opposite of the other DLCs in that there's no payoff or power creep at all which is even more problematic.
Overall the DLCs pretty uniformly managed to surpass most of the comparable areas and characters in New Vegas, but there's still the problem of "why am I even supposed to be here?", which really messes with me and brings them all down. Aside from LR the DLCs are all advertised in-game like a theme park attraction, which makes no sense for the Courier to visit since he's supposed to have a damn job to do. They'd fit more in as what a NWN module is: separate and not "intended" for the Courier since the Courier wouldn't realistically do them. LR is just funky, it should be held back as post-dam content since the choice of what to nuke should IMO just cut to an immediate set of game ending slides rather than travelling back to see not much changed, but then that would mess with the tone even more to have the Courier go from triumphant winner at the Dam to "look what you did, asshole"-ville that is The Divide.
Also I really hate how F:NV's armor threshold system makes high level combat 99% about crits. It's faithful to FO 1/2, but that's not a good thing when you have way more combat and are solo most of the time. You'll just be walking around with Power-armored 50 DT and things generally glance off but then lose50% of your HP for no discernible reason. Crits should really be an after-DT multiplier or something. Even for enemies (like robo scorpions) its annoying when the exact same enemy can take 20 shots or 3 shots with the same weapon. Have to wonder whether Light Touch and Light Armor is actually the best defensive strategy.