I've played the campaign many times by now. Here are my thoughts/findings:
1. Having a single engineer/lab technician =/= to having a full power building. I've been finding that the buildings that I can make with 1 engineer or technician is not as powerful as I could make outside of the campaign. Outside the campaign, a water pump on a low water deposit yields 1 unit of water per second, but in the campaign, 1 engineer will cause it to yield 0.7 units of water per second. With 2 water pump engineers, I get the full 1 unit per second. I did not expect that things would be less than 100% power starting out. I had to play lots to figure that one out.
2. Having 3 or more engineers or lab technicians = more powerful buildings. I've found that water pumps that would normally be giving 1 unit of water per second outside the campaign, would give 0.7 for 1 engineer, 1.0 for 2, 1.3 for 3, and 1.6 for 4. Its like the equation is 0.4 + 0.3 * engineers. It is possible to do more with less now.
3. How engineers work is not well explained and is contradicted at times. On the campaign map, it might say that each additional engineer would improve performance by 42%, but during an auction it says that each additional engineer gives +25%. I don't recall seeing anything mentioning that you run at less than 100% with 1 engineer. The bonuses seem incorrect, but when you get to select building to show the details, they often give the correct details (like 0.7, 1.0, 1.3, 1.6, etc).
4. Can't save map in progress. I started a map one time and decided to abort. That counted as a loss for me. I had to continue the campaign as though I had lost it even though I had aborted early. I had changed my mind of what I wanted to do. I wasn't notified that it would count as a loss, nor did I have the option to save and play later.
5. Are the opponents given too many engineers? I often see on the first or second map of a new campaign, that the opponent might have the engineers for off world traders even though I couldn't possible afford to buy one on the campaign map (I couldn't have saved up enough for one yet). I haven't played as all HQ types in the campaign yet, so I'm not sure if one is supposed to start with a off world trading.
6. No campaign victory/loss screen. It isn't made clear when you win a campaign, or lose the campaign. I can see many people left wondering why they can't continue when they actually won the whole thing, or quitting because they lost their first map thinking that they lost completely.
7. Are corps under equipped? I know that lacking engineers for certain building types, or having some buildings run at less than 100%, does have an appeal, but I've played campaign maps where all sides couldn't get a decisive advantage over another. I'm speaking about having over saturated the market until prices for things dropped down to pennies. At that point, it becomes a slow crawl to buy another corp out. There needs to be an event or something that would allow the pace to speed up again instead of taking forever for the game to be won. In other cases, I've played maps where certain goods could not get produced because no one had the right engineers.
8. Buying other advantages. I have thought that I would want to be able to buy things besides engineers and lab technicians. For instance, extra starting claims, starting buildings, starting resources, etc.