One issue I found with WiH, and act three especially, is that it introduces so many new mechanics that it gets a little overwhelming. Having to use lots of keystrokes via the in-game menus can be awkward mid-mission, especially if you are being shot at. It is probably unavoidable since the FS engine / interface was never really designed with that level of complexity in mind. It wasn't designed for fleet command, controlling capital ships or RTS.
If I were to give any constructive criticism going forward it would be to rein in the temptation to force the engine to do things it isn't really built for and concentrate instead on narrative and core gameplay - i.e. what the FS engine is good at.
I would also suggest not introducing completely new game mechanics every mission, as it can get overwhelming. Ideally a player should have time to become comfortable with a new mechanic before they are exposed to a new one. Each mission in Tenebra filled me with a sense of trepidation, "Oh great, I just got my head around the new mechanics introduced in the last mission, now I'm going to have to learn a whole new set for this one, only for those to be useless in the following mission, rinse and repeat." Frankly it felt like work, not something to be enjoyed.
Perhaps have missions that try to do things very differently as standalone missions - as you guys did with 'The blade itself'. That way everyone is happy - those that want to try something experimental can do so, and those that are not interested in that are not forced to play it.
From a narrative perspective tenebra was great - Clarkesworld wouldn't have published two stories based on it if its wasn't -, and the soundscape, use of music and visuals were all spot on, and it was very impressive as a tech demo of what the FS engine can be forced to do, but it just wasn't any fun to play.