yeah, I've stated I like the settlement system quite a bit. it was one of the best in ANY base/settlement building game for years, despite FO 4 not obviously even being a survival base builder.
but it also is..
it lines right up with TES games as being immersive life sims. immersion and simulation are core parts of Bethesda games. particularly TES. and the TESified Fo 3/4.
FO4's survival mode, and settlement building makes perfect sense to immerse you in your Survivor waking up and going out into the world in first person. Surviving, salvaging, and collecting allies to rebuild a civilization. makes even more sense in Fallout. like, you aren't going to build a settlement in Skyrim. towns, etc already exist. its not a wilderness.
Fo3 had a good main story. Fo4 did not. The thing is, its just bad narrative choices, not "x took away from dev time". the content of the main story is fine for the most part. sure, the various endings could be better then all just "press x to blow up y".
but the main issue was the actual script. they put too much weight on the Player being attached to their missing child. And they idk, assumed players would be too stupid to notice there was no indication on the date they were taken. I for one, was completely checked out on the main story, as I didn't believe for a second that the child was still a child or out there. The synth child fakeout probably should have happened right away to give you a reason to THINK it was actually your child.
I do think the faction system could have been flushed out better. yes babysitting the minutemen was dumb.
I think fo3 versus fo4 special is a wash. each has merits.