Okay, first off let me start by saying I don't know who wrote what parts. I do know many hands were involved here, so let's just take my biggest problems with the Campaign one piece at a time. And before rebuttals, I understand the reasons some of these things are the way they are. The time and complexity issues undoubtedly were in mind when this was being done, and it was decided focused and simple would win out over complex - I have always said "BattleTech" is a very good foundation to build better experiences from. Better gameplay, better stories, and a better experience overall.
But the story is almost the weakest part.
First of all, and the problem for me above all the others, is there's no branching. There's not even meaningless branches which shift and flow back into the main storyline. This makes the story very linear, and can kill some of the replay value of the Campaign itself. The game? Oh no, Career Mode will have me back and forth a few times. Campaign? I'm not even talking about things like "oh I'd want to work for the Directorate instead" or "I just bug out and go ignore the Restoration entirely". There's no points where a decision must be made, and it affects something. Even so much as "should we drop at night when they won't expect us?" or something similar would have given a branch which may be interesting. But here's another option - what if the story had your heritage actually be the power who backs Kamea into the Restoration movement? Your family is from the Federated Suns? House Davion sends Justin Allard to stir a pot. Deep Periphery? Jaime Wolf has something he wants looked into about supposedly a lost prototype DropShip . . .
And this moves into my second issue. The background just doesn't seem to matter overmuch outside a few event tags and some conversation options. Options which sometimes aren't exactly as interesting to pick as existing ones. So Valia Delune is from Canopian territory, and was exiled from her family, being a Merchant Guard? What does this mean, really? The story doesn't have any hooks to draw on these details, except through the dialogue options. We could have had some breather missions pop up to manage the pacing between Priority Missions, like if you lost your family in an accident you find a hint they may be alive somewhere after a misjump. Or you struck out on your own, and your family reaches out to you because there's a problem they need a Merc Outfit to solve. You're from the Suns, so you're used to seeing Taurians do crazy stuff like Ostengaard does and just write it off as "one of those Taurian things". You're Lyran, so you really want to advise Kamea to keep in mind rebuilding trade even as she's pushing her reclamation army through. You're from the Free Worlds League so you're totally okay with civil war, it's old hat like when Anton lost his mind. Some of these things can be small details peppered through here and there, just to spice it up.
Lastly, there's issues with characters being just barely presented at the face of what they are and it's only through paying closer attention a second time you start to see more facets glitter. (Mostly. I mean, Grim Sybil is not by any means complex. Entertaining, though.) There's various hints of things, but they're just not shown anywhere to give them a human feeling. Santiago Espinosa is the villain, but he's also Kamea's uncle; there's no point I found where Kamea reflects she is going to war against someone who likely saw her in diapers. There could be a moment where she wistfully remembers one time she and Victoria were lifted to watch a parade with her father at the head, and he'd been laughing as he stumbled under holding them up. There's not much from the crew about remembering the former CO outside of Darius, and once you ply their stories from them there's no impact on anything. Their stories don't come into play in events, even; there's no event where Sumire is livid about someone putting a stuffed bird toy in her bunk, and you can sympathize if you went through her dialogue.
The whole of the game story issues I have can be summed up this way: it feels like you're not really there. Nothing feels like it's both had history and is still happening around you; one or the other, never both. Sure, this is a tall order for HBS' writers to do on a time budget. Focus equals quality. Feature creep. But this is why I say it's a great foundation to start from, and Flashpoints look to be potentially solving some aspects of what I was talking about.
Some people complain about cliches, or stereotypes, or predictable tropes. I just usually shrug and go "this sounds like BattleTech fiction's perennial problems to me, folks". So what if there's cliches/tropes in action?
Tropes are not bad. But at the same time . . . I find the campaign story works, and in some places the VAs are what save it by having the means to deliver the lines and make them sound like there's conviction. (Sir Raju's lines in the tutorial/prologue are pretty good, even the small ones on a kill.)
Do I think I could do better? Maybe. Maybe not. I could do it differently, at least. (Am doing it differently.)
I should get some sleep before midnight arrives and I need to wake for work.