When I was playtesting the 2nd level, I realised the FOV was a problem and bumped up the screen resolution to try to get more real estate. Even then it didn't feel like enough so I slowed the guards down to compensate. That's a "I built this the day before the deadline and had no time to come up with something more balanced" implementation for sure.
I liked the idea of having guards with random pathfinding (as opposed to the predefined paths of the guards in the first area) and thought the desks would be good to act as cover. I initially had 3 guards randomly working their way around the desks, but that was way too hard to keep track of and avoid - especially when the player also had to look for the terminals to activate. 2 was my compromise to at least have some challenge to it.