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You are both right and wrong, at least in my opinion after extensive time with the game.
You are right, a majority of first and second tier choices are just boosts and/or tradeoffs.
But you are wrong in that there aren't enough things that change gameplay. A few factions in and of themselves completely change things. And beyond that second tier of research, into the third and some that have even more...you'll find things that completely alter gameplay.
Like the Algorithm.
Having a complete group of people that are in indentured servitude to the city.
Sterilization.
Turning your dead into food.
I mean this is just a small list of things that directly change and impact the game and how you interact with it. Mostly categorized by being either Radical research or Cornerstone abilities at the highest levels of a zeitgeist affinity. I think there's plenty to go around for various play styles.
This is one of the reasons I really like what they did with the faction system. Now they just need to build on top of it: add more narrative options and flavorful gameplay elements.
Regarding the readability, I agree sometimes its a head scratcher.
I am STILL trying to wrap my head around how the story/narrative changes...dynamically and in response to...all your research and law decisions. There's even hidden combinations of things that just 🤯
In FP1, there is steam cores, food, fuel, wood, steel and prosthesis.
In FP2, there is steam cores, food, fuel, material (similar to FP1 wood), prefab (similar to FP1 steel), luxury goods and heatstamps.
In FP1, there even were DLCs with a lot more resources (Last Autumn, with generator construction materials).
But I agree the research screen UX is quite complex.