Well you were right, what an excellent game!
I'll get this out of the way first though....the cover system
IS at times clingy. It's not awful, but it's not perfect. With that said, the design is excellent. Choosing your next point of cover feels like a real choice and not at all like you're simply skipping from one box to another. You sometimes find it's not perfect cover and you've ended up side on (to a mail box for arguments sake), not completely out of harms way. It makes you think strategically about your squad formation and actually stimulates the team to use tactical movement; I can't remember the last time I flanked so much...
The other simple but fundamental point that struck me with the cover system, was the ability to seemlessly break your run. I remember playing Gears of War (I think) on my brothers 360 years ago and being wowed by the dash and blur effects. But if I am indeed remembering correctly, you couldn't break the run if you'd chosen badly? The Division allows you to peel off immediately should you come under fire; this is crucial to [the wonderful] strategic gameplay.
It's also quite heavy on the RPG side of things really, heavier than I had imagined in fact; but it feels more like discovery than grind, something akin to TLOS, not the overwhelming (for me at least) Fallout 4. Just right in my opinion and I embraced it to the point that I wasn't going anywhere last night until I'd found a hat. You do feel a little bit like a post apocalyptic Don with henchman at his shoulders. If you're going to casually bowl up and down the boulevard acting like you own the place, you wanna look your best, right?
As for the Dark Zone? Brilliant but in need of balancing I feel. After a few attempts we managed to successfully extract our haul. However, steeling at the extraction is far too easy. We had two squads late last night, shaking hands at the helipad and watching each other's backs. It should (quite rightly) be impossible to steel our loot without an epic tactical assault on our entrenched position. In reality, the very second the rope started to ascend with eight bags attached, a player (let's call him xX_Lt_micro_penis_USA_Xx) threw in some sort of explosive charge and killed us all instantly. Now apart from the fact that none of us could have even dreamed of possessing such powerful weapons at level 8, the real question is how that scenario undermines the tactical element. The fact that the Dark Zone's enemy's are a lot, lot harder to overcome, and the loot boxes themselves are unobtainable to lower ranked players, meant that achieving that haul was as close to a grind as you can comfortably come. The overwhelming feeling was immediately [censored] that for a game of soldiers, let's go back to bowling up and down the boulevard in relative safety.
Overall though, I'm not too worried because I can see it being rebalanced. I don't mind fighting to hang on to my loot, but it needs to be an intelligent fight if the tactical equilibrium is to remain unbroken. Not a COD fight...