This adventure has me on the fence. As a bit of metaplot its fairly interesting and a number of the scenes are quite challenging for the players. But it strikes me more as showcase than an adventure. Maybe I am missing something, but it seems the thing is organized more to show off stuff other people are doing than to give the players any agency. And the finale is more a case of the players choosing who is upset with them about stuff outside their control than actually being relevant to the resolution. There's no indication that success or failure in the "investigation" part of the mission has any effect on the story and in the finale, the big decision is just over how irritated Ghostwalker is with you. (In theory, you could make a decision that actually affects things, but its made quite clear this is the wrong decision and canon's going to ignore you and your characters should be punished for doing it).
There's lots of good ideas in here, but I don't like how they are used. It would have worked better, imho, as a campaign like Ghost Cartels or a Missions season with each of those investigative locations being an arc with its own resolution and explicit effects where the characters can really make a difference, then the final event can have the characters be the Greek chorus without feeling like they were irrelevant.
Overall, after reading it I felt more like someone at Catalyst said "hey, we need to roll out a bit of metaplot. Let's give the characters a backstage pass to witness it rather than make it a jackpoint article. YMMV