Repetitive mission design in the city takeover activities betray the very, very well acted and presented story, and overshadow the more involved set-piece style missions. I'd go so far as saying it has one of the best core stories in any open world game, and EASILY outclasses any recent title in this crime-action sub-genre (might have to go as far back as Mafia 2 for some real competition). The controls, gunplay, and driving model are also top of their class which should not be understated.
The problem was stretching what could've been a top notch 20 hour tale into this big 45+ hour checklist game. I think the solution is to meet somewhere in the middle with 25-30 hours of linear, A quality, main mission, story heavy gameplay surrounded by a city that's highly dynamic and extends the life of the game when you decide to do your OPTIONAL (much less repetitive) racket activities. The idea of what they tried to do in Mafia 3 was fine, but the execution of making each business a checklist rather than a true story arc shot the game in its kneecaps and tied a cement block to its ankles while pushing it into the ocean.