Heya, thanks for the write up. I'd like to comment on the general philosophy behind HFI just so things are clear in terms of the direction of the game.
HFI is an idle game, first and foremost. (It's even in the name! :D) The amount of usefulness of the AFK and offline rewards is directly connected to how often you play. If you min/max and play active all the time, then the AFK and offline rewards are likely not going to do much for you. Those systems are in place to ensure more casual players are always able to progress regardless of the amount of time they have to play. The feedback I have gotten from more casual players is that those systems are generally successful. (For late game Researcher, the page gain is kind of insane but that leads me to my next point)
HFI is also still in a demo state, so the content is still pretty limited. This means some of the evergreen systems like achievements may not feel like they are giving enough benefit as of yet. Researcher also only has about half the content of the other two classes currently. As the content increases, these supplementary systems will also grow and provide more and more benefit over time.
Balance/tuning needs another pass for sure, and I'm actively working on that in addition to new content and a perk rework.
For anyone looking for more detailed info on HFI and future updates, the discord server has all of that info! Appreciate the feedback, I'm checking and listening to all of it even if I don't comment on everything.