I do agree that the DLC is better than OC. The faction quests actually affect more than just the stores, for one.
A valiant effort but ultimately futile because it is broken. Triggers overlap so if you go about the game with the freedom implied, you'll more than likely break a lot of things. For example, you'll get a quest from The Mask to fly their banner from a bandit outpost, which is actually a Rebellion outpost. So the point here is that it's a crossroad for The Mask/Rebellion conflict. However, if you pursue The People's questline for long enought, you'll get a quest to free a prisoner in the same outpost, and the rebel soldiers will be replaced by Dominion.
Hey cool, that's just a reactive world, right? Wrong. It's just one trigger supplanting the other - if you kill that outpost and go back to the Mask, you'll even comment on there being Rebellion soldiers there (which there wasn't - there was Dominion soldiers due to the overlapping triggers).
The Dominion prisoner can be released without reputation loss by using guile, but The Mask quest requires you to kill everyone. And so if you end up in this situation, a quest that should make Rebellion hostile makes Dominion hostile instead (which can have massive complications if you're riding the fairly compatible Mask/Forge/Dominion alliance or even worse if you're planning to go full Dominion).
There are multiple of these instances where the game doesn't intend for alliances to break but due to the shoddy implementation of triggers and limited quest areas, you'll probably end up having to eat it.
You can also play some faction lines to a point where you're doing something completely innocent which won't break alliances, but then the game is coded so that when you return the quest *you automatically and without warning change the game state so you can't avoid fucking up a prior alliance even though you done nothing to anger that faction.* An example is returning to Caer Hydris (or whatever the city is called) after doing a nothing quest for the People, after which an automatic trigger tosses you into the game state where the cleric is arrested. Now, no matter what you do, Dominion will be hostile if you enter vital areas for Dominion progression, because you'll trigger the cleric fight and you'll have no choice but to fight the guards (at a minimum, you should have the choice to help them and turn on The People).
Note that I am not complaining that faction alliances are broken by some actions - this is great and obviously intended. I'm criticizing the stuff that clearly doesn't work as it was supposed to.
In theory, the DLC design is a better fit for Solasta's design, and it certainly has way more interesting ideas than the main game, but in practice, I think it's actually worse than the main game because at least the main game had a lot of unique environs. The DLC's areas are
TINY, copy-pasted and the benefits of the "open world" are broken. Even if I think encounter areas are well designed and fun and I really enjoyed just tackling quests in any order.
It's also clear that the resource cost of all these intermingled quest meant less focus on other areas; there are next to no skill checks in the DLC after the initial few hours, for example.