I've pointed out before but will point out again that balance passes are generally among the last things you do when designing an RPG. These points about skill points and XP balance are more than fair but the assumption that this is "working as intended" as if for a final game is erroneous. A lot can and will change about the way skill progression and XP accruing works, until we arrive at a point where the game is satisfyingly challenging for a party-based RPG (treating it as if it should have the skill and build scope of a single-PC RPG doesn't really work) - not to mention difficulty levels are actually full implemented (I do not believe they're anything close to now). That's just a part of how this process works. That and yes, if you go somewhere else and grind, the starting areas will be very easy. No shit.
I'll give another go at explaining the dissonance in reactivity and choice and consequence we keep having on the Codex, and this is all on high-level conceptual point, not so much speaking to specific quests or locations that need more work (we've said time and again we are still working on and expanding reactivity, pretty much constantly). We tend to just talk about C&C as one thing but as a concept it encompasses numerous choices and reactive structures you can build into a game, even beyond the idea of "fake" (text-tweak-only) consequences. Choices can be restricted by the character build, by player conversation choice, or by player gameplay actions. The reactivity can be local or global, and it can be narrative or emergent. Fallout is a good example of a heavy emphasis on build-based choices and global reactivity. Wasteland 2's primary focus is player gameplay choice, with local and narrative reactivity. As we progress we're adding more global reactivity (think of the changes to the radio tower quest) and emergent reactivity (such as the Highpool election, which has preceding factors determining and limiting the outcome), but some of the dissonance here is coming from the fact that there is an expectation on WL2 to act like a single-character build-choice-based game like Fallout (or, indeed, AoD). That is always going to be a lesser factor (though build restrictions will be a factor, obviously) in part because that's just not what we set out to do (and that is in large part because it makes a lot less sense for a party-based RPG).
This is a player gameplay choice based game, which means that yes, a lot of times all options will be available to you, and it is up to you to discover them all and choose one of the ones available to you. The idea however that making a choice such as Highpool-versus-AgCenter or RNC conflict resolution or even the different outcomes of Highpool's crisis and election is somehow "false" or "less" for not being restricted by character build is not, in my opinion, the right way of looking at it, because it's still exclusive and real in its consequences. It would be if we were judging this as a Fallout sequel but it's not, its got its own personality unique in different ways from both Fallout and its direct predecessor. And the possibilities you have with player gameplay action as the primary choice factor can be fascinatingly varied and much more granular; the game doesn't need to force or guide a player towards these choices or loudly call them out because it's ok to us if people miss them (for instance, it is easy to miss that you can opt not to engage in the Ralphie mission if you desire not to, walk away and the game treats that scenario differently). It may take a long, long time before people work through all the little and large chances and reactive paths the game has. There can be a non-ideal choices? Sure, but that doesn't mean a player's not free to make the choice, and that the game won't react to it (and offer new options, which means it is often not purely "opportunity lost"). I can understand a general preference for build-based choice restrictions but that preference does not in my mind negate that WL2's local, choice-based, narrative reactivity is fundamentally more complex and real than the generally cosmetic reactivity that has become the trademark of cRPGs. It shows a fundamental lack of design understanding to go "this game does not have build-restricted choices, so it is doing it wrong", when in the end the game already evinces minor and major choices and consequences with a granularity and scope that rivals early Fallout 1/2, simply framed in a different way.
How you feel about how it's set up, presented and integrated into map design is an entirely different issue.