For my understanding do you mean last DemoDay or last time you played? Curious to know when the schism you're seeing may have occurred so I can ponder it.
Regarding the objective tracker, just from your personal experience would you want that to be an Investigator specific feature (and/or a Gameplay setting)? I know some folks prefer to play games without arrows and such pointing where the next point of the critical path was. I could see it being a potential feature that an objective only gets 'revealed' in the Bar/Journal when you visit the objective's location for the first time, putting the 'Discovery' part of it more onto the player.
Re: Events yep! That's largely a content problem atm. There's a slim chance when you visit a location you get a 'globally scoped' event instead (partly because there's few location events atm) but there's no 'are you in or outside the city' check atm to discriminate on some of them. (e.g. you probably shouldn't encounter muggers in the deep woods).
Looking at the stream, I'm guessing it's because you were running via WINE that you were missing the quotation mark glyphs, yeah. The fonts should come bundled with the game. I don't have a linux build presently but I don't think it's too much trouble to push one out once I start getting closer to release -- it'd make sense that it's failing to load some non-alphanumerics due to the glyphs between operating systems not perfectly matching up address-wise.
I'm pondering on raising the general cost of Downtime events and making them as such easier to pass, yeah. It's meant to represent the 'time in the world which passes between Mysteries' because there isn't always something obvious going on in The City; but that was before I buffed up Homebase interactions to also include many Downtime activities. It's a good thought you've put in my head, I think: un-phasing Downtime and just making it the phase which occurs while there's no Mystery. I originally had it phased out of convention anyway (boardgame inspiration after all).
Thanks for the super-detailed feedback! Also, nobody pointed out the bug with the throwing daggers. I promise the Redqueen won't be so easy a fight next time (and also apologize for the combat music failing to stop itself and droning on forever).