But for the sake of advocating, I'll say it makes a bit of a switch from Morte (who kept secrets) to full disclosure.
Yes, exactly.
Here's an alternative script for the introductory part of the game.
The Last Castoff is falling. He hits the ground and makes a wet noise, and finds himself inside the Mere. There is no spectre, just silence and those pylons. He needs to muddle his way through the pylon maze and into the mirror all by himself. He then finds himself in the lab, where a severely impaired Spectre is babbling incoherently about 'tides' and 'attunement' and 'the plan to end the sorrow.' The Castoff fiddles with one of the tanks and gets the memory-sequence. Something nasty happens, and the Spectre goes "The sorrow! Release the tides!" Then you muddle your way through the Crisis and end up half-accidentally banishing them. The spectre is still too severely impaired to do more than point you to the exit.
Mere finishes, Reef starts. You wake up, still all by yourself. You get to putz around a bit to scavenge some stuff. Then you're accosted by two groups looking for a 'falling star.' There's a bit more dialog between them that reveals something about the Order of Truth and the Cult of the Changing God, perhaps other factions. You might be able to talk your way past them; if not, there's a fight where one group attacks the other and both attack you. If you have the right cypher or skills you can take advantage of that to slip away, or if you're inclined to combat you can get into that. There should be enough cyphers lying around to make the fight beatable. (If you lose, you could wake up at the winning faction's base, which would lead to another branch. I haven't played far enough to know if there's content to connect to directly there already.)
Enter Sagus Cliffs. No helpful tour guide. Instead, people on the street recognise you, or think they do: "Run, it's the Changing God! No you idiot, it's a Castoff! Nah, that tat looks totally fake etc". Once you walk up to the clock, you'll be approached by one of the Changing God cultists. That'll give more or less the dialog as it was written, plus you'll be able to ask about "the sorrow" (he won't know much, other than that something has been pursuing the Changing God and killing off Castoffs for as long as the records stretch back), and "the plan to end the sorrow" (he won't know anything, but says that the Changing God has made sanctuaries all over the place, some of which are in Sagus Cliffs, and you should probably look for them; he will also suggest that you look for other castoffs who may also know something).
Then, Undercity. More or less as it is, except:
(1) The convo with Mapper has
you asking
him about the Changing God's sanctuaries, which gives him the reason to point you toward the sticha.
(2) The convos where Matkina comes up. These get slight flavor adjustments to further underline that she's a castoff and you therefore have your own reasons to talk to her.
And finally: when you get to the Changing God's sanctuary (which should IMO be a
little bit harder than it is), you will discover the details of his plan. There's a picture of the resonance chamber, which should be immediately recognisable as the thing you smashed. This opens up the dialog options about finding someone to repair it. As an additional hint, the Changing God cultists or the Order of Truth or whoever's hip to numenera could suggest that as a valid course of action. And if you return to your Mere, the Spectre -- now recovered from the Sorrow's attack -- can lay it all out for you at this point.
As stated: this wouldn't introduce any new content or add more dialog. It would just redistribute the "starting" information over the starting quests, instead of having the Spectre (plus Aligern and Callistege) infodump it all on you from the beginning.