I think that most of the islands (Angel, Alcatraz, Santa Catalina, even Hog Island) would wind up under Navy/DHQS control pretty quick as staging areas and links to Hawaii. Which I imagine is now seen more as an "unsinkable" aircraft carrier and bulwark against China. I also think most of the famous islands are going to be the sites of massacres from everyone having the same clever idea on where to go.
Also I'll toss this map out:
http://choices.climatecentral.org/#15/38.5816/-121.4944?compare=scenarios&carbon-end-yr=2100&scenario-a=unchecked&scenario-b=extreme-cutsI'm having trouble using it but I'm in China and internets are hard here. But I like it because I am a little sad I can't set a game in the flooded ruins of New York. I think I really want a town reclaimed by the ocean for a setting.
More thoughts looking at the At-A-Glance section. A lot of them come out pretty severe, anything that starts you with a crack kind of makes dependents, not useless, but not helpful against the other two cracks. Same with some of the others, I can't tell if they're supposed to even out or not. Scavenger can use their extra bounty to raise ADP and "buy off" their problem, hustlers can skip checks but likely wind up owing 5ish bounty a game, if the game goes say 10 sessions that turns into most of a retirement plan. On the other side, the Migrants are paying between 1-5 extra bounty a game for a 20 bounty savings, so a low CHA migrant can come out ahead and a high CHA comes out behind, where the Lost are paying 20 bounty for 2 skill points. (Milestones are 20 bounty right?)
On the other hand, I'm glad IP's thing where he knows people but they don't like him is gone. It seemed too easy to all but buy will for 1 bounty extra when he tapped a reference.
I think I'd like to see the design notes on this section to get a better idea of how they're supposed to be presented. Right now I'm thinking more of pick your poison.