Hello, straight to the point, these are the points that I think you should improve, I will also make some specific comparisons.

1. feeling of reward; We already know that in video games what must prevail is the ability of the developer so that the player feels satisfied after playing, in this game it fails a lot and is wasted, the mechanic that they usually explore is that of "mini missions", go here, clean that area, etc, but always with the idea that the user should be rewarded, at this point I make the comparison with GR Wildlands, even being so repetitive, the feeling of reward was implicit, "catch a drug dealer and then listening to a dialogue of the main characters saying that somehow that act will make a real impact in the fight against the "cartel" is a reward, right now Breakpoint lacks small rewards like that, which makes it boring after a few hours, Those types of rewards that are supposed to have an impact (even if it is minimal) must exist to support the weight of the main plot on the player, which indicates that even if he does not follow the main path, what he does is i Important, not only for the main plot but for the benefit of the world itself, but that can be seen, here we do not have that or it is not a scale that matters on the island.

2. Continuing with the quality of the missions and the impact of our actions on the world, the question that follows is "which world?" ... They tell us, but we all know that it is not enough, not for such a large island. , where are the people? where are the workers By day and by night, I have seen huge factories, with 2 or 3 random npcs, no one has to be saved if there is no one to save, this is part of the problem I mentioned before, the world is empty, it is a paradise island , well and the animals? What do so many people feed on? Even the division has more animals than this game and that the first one is located in the city, at what time do they go out to work? What time do they return? where are they transported? They do more than just stand looking at the horizon or duck when there are shots? My God, in the wildlands with all their mistakes you saw the villagers in their houses, sleeping, eating, it was not the best job but they were doing something, there was no many animals but the world felt alive, why? simple, there was movement, the "curfew" is not an excuse and they know it, it is a way of treating us like fools, the world is dead, animals are needed, npcs interacting.

3 and last. The world: Consecutively to this as a player a shooting game is not only shooting, ironically, not so much, it is based on "why I shoot" not "what I shoot", we can kill thousands and thousands of npcs and within two minutes we will be bored If they don't give us a reason to do so, Ubisoft games and shooting players in general (and almost all existing games) are governed by a reason that pushes the player "we are an entity or cluster of entities walking a path to realization of a goal to destroy another entity or cluster of entities contrary to ourselves "and the definition speaks for itself, generally, for ubisoft we are the good guys, a group that wants to destroy another evil group, well, the way should push you to it, in this game they are doing the opposite, each step is to improve the gameplay which is not bad but there is no balance, it is not "we are going to give them some free missions" it should be "we give reasons to continue", the "new" ghost mode that were released recently supports this, they are too focused that they gave us administration permissions to control the gameplay parameters of the game, we need the anchor, the story, the "why", everything is empty, we expected to meet challenges, wild animals at less, they focused so much on publicizing "man vs nature" that they disappointed us, there is no nature, not being able to run 10 meters without getting tired is not nature, there is no reward, the renegades who are supposed to be our allies do not exist, they are a plus npcs that do not affect the world at all, did you see allies fighting with the cartel in wildlands? Yes, well, here the allies are hiding with nothing to do, dull and empty.

Summarizing:
1. Quality in the missions, rewards that affect the world in some way or another and not only connect or disconnect something, support from the main players, the protagonist is practically completely silent (this is not metro!)

2. Fauna, it is a desert island or what?, practically there are no animals and the interaction with the npcs is null. the npcs need to be improved with some realistic activities, in the division 2 you could see them partying at night, in the wildlands there were allies who accompanied you or helped you on missions, you rescued them, they fought with you, they almost had a goal like you There is nothing here, the npcs are practically robots, there are complete factories with 4 civilians working.

3. I am not saying that they have to "re-do" the main campaign or make an excuse "free misión with famous characters" to keep players connected, it is to improve the quality of the world in general, the structure is poorly planned since the secondary missions " finish ", they shouldn't finish, for example, we have the division" each secondary mission told you that it was to complete something, like a project or the unlocking of a main misison and that main project or mission will affect the world, yes, it is the chain effect, in wildlands every little work told you (narrated by the main characters or by allies or that simply affected the area) that what you just did in some way affected the enemy side, in Breakpoint there is no feeling, you deactivate an antenna and nothing happens, there is no dialogue, no there is a reward, just a card with "mission completed", you did not affect anything, the mission ends and you start another one, there is no impact, neither on you, nor on the world, nor on allies nor on enemies, there is nothing, it is that's why the game, to continue like this, he's going to die pretty fast.

To illustrate a little better, I leave you a gameplay, this is WillyB, one of the current best Breakpoint players, you can take a look at his channel and if you like the content, subscribe.
In the minute I put it it illustrates the above quite well, poor npcs, completely empty large instances little motivation in the structure of the secondary missions.