I went through the tutorial. After resting there was an empty lot across the street that was highlighted with a pulsing circle, and hovering showed the tooltip, but I was unable to interact with it. During the tutorial it would be good if there was some logic to prevent the highlighting drawing your focus to a location your can't interact with. Preventing a spawn at that location, or directly across from any other tutorial locations, could also help.
I soft-locked my playthrough by choosing to do the tutorial on campaign day when I did not have enough energy. I'd finished up some things on the far side and pushed too far, running out of energy. Since I saw it was campaign day I didn't want to go back to rest and lose time, so I had planned to stop at the cafe to purchase an energy boost when it opened, but that is when the tutorial popup showed. I had a feeling this would happen, but wanted to test it. Since you can only do what the tutorial tells you while it is active, other than moving around. I am unable to get enough energy to complete even the first thing. I can see making rest always available in the later tutorials, though that could mess with things as time passes. Similarly, being able to purchase an energy boost could be an option, but would require money. There is always the option of giving a free energy boost to make sure the tasks can be completed, or allowing them to be completed even without enough energy, but that could encourage players to take advantage of such a bonus. You could add a warning as time approaches to get some rest, possibly checking on the players current energy and adjusting the popup time based on how much they have so they will have enough. Though that could be tough if they start to do something that pushes them past where they should have started, plus calculating travel time/energy. It would need a buffer. Another option might be to end the tutorial early if the player runs out of energy. They'd lose the rest of the tutorial, but could keep playing. Or switch to a purely text based description of the steps, without requiring they go do them.
On my replay I was resting when campaign day started. I got the message about campaign day, but no prompt for the tutorial. That may be due to it starting the first run and then I returned to the menu to restart, rather than exiting the game fully.
I'm continuing to play without the Campaign Day tutorial. In the previous version I did multiple gathers, which seems to no longer be an option. I had gathered around 30 people. There was a corp building right across from my base. I assigned 20 protesters there, then went to another where I assigned my remaining people, plus joined. The first was almost, but not quite, taken out. The one I joined was taken out. Clicking on the crowd I did not see the option for barricade from previous versions. I see it listed in the Crowd Commands, so maybe I did something wrong. I'm now out of protesters and don't seem to be able to gather more right now, so It will need to wait till the next time to try it out. I'm wondering if I was too close to the protest, or perhaps it unlocked between me trying and when I started looking around for details. I did get a popup for the crowd commands, but it was empty.
Later I was able to rally and gather. I've not fully figured out the timing on this. I also built new homes during campaign day, and was not able to rally or gather from them, at least not right away.
I rarely got to higher tier buildings before due to things ending so fast in past versions. This time I set out to expand and build some that had rating requirements. I got over 20 LO and wanted to see how the new bus logic worked, so built a bus stop. It looks like it is not just needing to reach a certain rating, but that the rating went down when I built the stop, as if it cost rating points. I'll need to pay better attention in the future to see if this is mentioned somewhere, as I had not expected it. Part of this may be from playing multiple times and only skimming some things, so may have missed it being mentioned, along with not having done much higher tier before.
Later I accumulated 24 LO, but was unable to build another bus stop. The Required "20 LO" was red, and the "LO 24" in the Rating section flashed. Eventually I was able to build more, but failed to check how much LO I had, or it cost, when building it.
I had an empty lot that I was able to Rally for 0 RP. Part of the popup said "null". It also offered the option to Establish. I found more of these as the game progressed.
I managed to achieve 18 of th 20 goals. I did not move in any Singles Households, nor Achieve Adequate Health. My HE, EN, and LO were poor at 88, 132, and 521. EC was Marginal at 535. ED and SA were Good at 144 and 187. These numbers are all over the place, so it might be good to have a bit of guidance on what numbers to aim for.
I unlocked the Crowd Commands of Protest, Barricade, Lane Protest, Area Protest, and Disruption. I used Barricade near my base, and Protest at the corp buildings. I did not try the others this time through.
I think your changes are good. The Campaign Day feels much better now. It was not so easy to just win right away. I did play a bit differently this time to explore more of the content, especially wanting to see how the bus and car worked. If I had done a focus on winning, it is possible I still could have done it on the first campaign day. This time it took me until the third, but by then I was able to take out all of their building and their HQ.
The bus and car are a nice touch. I like that they work differently. The car being available 24 hours is convenient, as I will often do things at night after the bus has stopped. I only used the sleep until morning option when needing it for campaign day, other wise get enough energy to do things and keep going. In the future I will need to think more carefully on where I place each of them.