FFXV - I had some positive views of this after going back to it, I quite enjoyed bumbling about the open world and the intersecting systems of fishing/killing/exploration getting you recipes and ingredients for cooking, but I kinda spoke too soon - all the stuff I liked about it basically disappeared once you hit Leviathan, where the game ends up being a linear walk through salvaged sections of the unfinished second half of the game while masses of plot events happen offscreen and are just exposited to you by NPCs. And it ends on a right bum note.
The Episodes - Each of these has a format, they're about an hour long and all have the character overcoming some personal issue, which is actually all the character development they get - bit odd to segment these off. I think the DLC genuinely shows improvement from the base game - they seem to understand their combat better, and more importantly they realise traversal is important, only being able to use the sword warping to get up things in combat in the base game was baffling. That said, they're not world class DLC or anything.
Comrades - No one is playing this, I don't know if the hub is supposed to be one of those shared ones because I never saw another person, although the servers kept going down; but you can play offline with AI companions through most of it. There's stuff to enjoy here, an interesting weapon upgrade loop based on running bosses and new weapon types that have like, charge attacks you need to time to enemies movements. Hang on this is just monster hunter, they've got me playing monster hunter!
I like hearing about the in-dev bits of games, the cut content, the "raising the bar" early concepts, etc - a good bit of what I enjoyed from this is picking through that, because the scars are really visible.
You can tell the playable Insomnia area is from the scrapped 2012 version of the game, as it looks visually worse than anything in the base game, shown up by the newer "clutter" items they've scattered around to make it look more run down. You can tell the DLC was bits they realised they couldn't do, and hived off into their own things (this isn't to say it's cut content, I think this stuff looks visually better than anything in the base game and shows improvements due to a familiarity with their tools, indicating it was started after).
You can tell the whole world was supposed to be explorable in the World of Ruin section, Comrades showed they substituted the grass and tree models for dying versions, and added post-apoc clutter to the settlements, and this was supposed to be a whole thing, like Dragon Quest XI's Act 2 - re-encountering the party members 10 years later, getting sent from place to place thematically fighting the darkness by restoring light to the world, all cut into this weird non-sequitur section near the finale.
I think if they'd have managed this stuff, it'd be looked back on a lot more fondly, as it is it's all a bit of a mess, but it's an interesting mess nonetheless.