Just got done playing through the dungeon multiple times. Thoughts:
It's mostly the same dungeon, which unfortunately kind of undermines the idea that Utopian Skies' CEO is a bit less of a jackass than the other two. I guess, in their cutthroat capitalist world, they'll have to be just as rotten to their own people to keep up or lose out...
That said, assuming all three dungeons are canon, I appreciate the glimpses each offers into the CEOs as characters. The Maven is, unfortunately since Utopian Skies is the path I'm keeping, probably the weakest of the three, but still makes for an effective villainess, and her boss-form from doping herself into a super-hydra was fun and had neat mechanics. (Also, I resent that on her path, I didn't get the chance to demand my kid back, unless I somehow missed something important.)
The Utopian Skies CEO was seemingly missing part of her intro, but while the fact that her company is still mistreating its workforce really hard undermines it, I appreciated that she was the most complex and nuanced in motives, in the "I sort of agree with your grievances but not your solution" sort of way. Her boss fight was alright, though since I'd sided with the guards that one time I'd already done something like it. Thank heavens I had a bunch of ero-grenades lying around after save-scumming my way to riches from Roo's blackjack table. Probably my favorite quest ending too, just because there's some nuance to it, even if the nature of the ending kind of negates the choice to rescue the CEO rather than torch everything.
The Fabricator Marshall was a kind of standard lust-proof boss fight, but I actually liked the glimpses it granted into her character, and how she might've come to believe the harsh ideals she clings to. I do wish my choice to not side with either her and Carver or the AI had been better-implemented though; maybe I'd appreciate it more if I'd seen all three possible outcomes there but as it stood it made the finale a bit bland. That said, it did at least make for a cool idea.
The dungeon as a whole was alright. I like the laser beam puzzles more than the light puzzles, as a rule, and this light puzzle was particularly harsh. Didn't even have a password for the computer inside the safe; still not sure where I was supposed to find that. That said, the laser puzzles were very fun. And I like the different possible outcomes regarding the crane and the thraggan mini-boss.
I also actually liked the Throbb scene with the femboy infiltrator; at least with my preferred personality it was surprisingly sweet and left me looking forward to seeing him again! (I originally did the one where they rub him off... turns out the reason I don't know what SPH is is because it's not something I'm into!)
The Hazmat Suits were pretty tough, but switching back to my trusty Vamp Blade made them manageable. Kind of wish I could take the Peers down a peg rather than just having them run off after beating their Dolls, but I guess it makes a kind of sense. Played as an engineer, or whatever the techie class is called; as always having a way to quickly refill on energy was nice.
Also, between my chosen route's ending and the email afterwards, I appreciate Jill softening a little and detoxing some. And her new bodyguard is pretty great!
Overall, much as I'd prefer my chosen route had a bit more at the end, or that the stuff others reveal about their characters get addressed in some kind of follow-up quest, I enjoyed it a lot!