This is a fun DLC to play even though it doesn't change gameplay that much... This is probably the easiest DLC.
What I like compared to previous DLCs is the new unique illness room somewhat similar to the wards since many patients can be inside at the same time. There are 2 different items equivalent to the wards bed that can be placed inside. One is the Flower Bed which can be upgraded once (and only once) individually. The other one is the Vine Yard, it's smaller so theorically more can be can placed in the room. However, this item can't be upgraded so the cure chance will be lower.
Once a patient has been treated in one of these plant "beds", the item becomes unavailable during several seconds/minutes. The Flower Bed takes much more time to become available again compared to the Vine Yard. Contrary to wards where having too many beds is pointless, in this room it's important to have a lot in order to always have at least one available when the others are on cooldown. What's different about this room too is that it's the only one where an employee with the skill Treatment IV or V is worth considering.
First hospital
This is an outdoor hospital and it's huge which is cool. Note that the whole hospital is available from the start, there is no plot to unlock. It's actually part of the challenge here since reducing the temperature and increasing the attractiveness in the whole hospital will require a lot of money (and effort).
It's an interesting mission somewhat similar to the public hospital in the main game. Money obtained from patients is significantly lower than in other hospitals meaning that overall it will be more difficult to earn money. However, there is what is called the Wellness Index which basically increases when the hospital is doing good. Depending on the value of this index, part of the wages and energy bills are fully reimbursed each month.
What's interesting is that once the Wellness Founding reaches and stays at 100% or more, there is no disadvantage to increase the salary of all employees to the max. It's even possible to recruit an army of employees since there is no reason to worry about their wages anymore (even though the downside there is the increase of the hospital level so I wouldn't recommend recruiting too many people :p).
While it's nice to see something new, ultimately it doesn't really change that much how to play during this mission. It just makes the early game a bit more challenging.
Second hospital
It's a more classic hospital where the usual snack/drink machines can't be placed at all. Instead the new "self-sustaining" items can be used to take care of hunger/thirst. While they never require janitors, they can take a long time to automatically replenish depending on the item. The biggest downside is that during this mission it's not possible to rely on special effects like the happiness boost from the luxury drink/food machines. Otherwise it doesn't make a big difference, it's only a matter of placing more items if the patients are depleting them faster than they replenish...
Third hospital
This mission introduces a basic energy management system. Each built room requires 1 power unit to work. To get power, all that is needed is to buy solar panels, wind turbines or hydro dams that are on the map. Technically, it just means that you have to pay extra money to open rooms.
The spare power units can be used to increase the number of patients arriving in the hospital. This is somewhat similar to the patient arrival rate in the sandbox mode. With enough power it's easy to reach the cap of 250 patients even in a level 15 hospital. Honestly, there is no reason to increase the patient flow or at least not too high except to increase difficulty... Even at 0, I always had more than enough patients to take care of. They probably shoud have drastically lowered the number of patients by default to make the power management system more useful.
However, what I found interesting is that spare power units can also be allocated to staff applicants. It increases the rate at which potential staff members become available to hire. It's similar to a marketing campaign but it affects all jobs. I am very picky about who I hire so this is what made this mission more enjoyable to play.
While there is no big gameplay changes, the 3 missions still feel unique compared to the rest of the game or the other DLCs. Even the second hospital that is more "classic" is interesting in a way because it's the first in the game that completely blocks some items already unlocked. The new ideas are interesting but it seems the devs are a bit reluctant to go a step further.
Here is my DLCs ranking so far from the best to the worst :
1. Speedy Recovery
2. Pebberley Island, it also includes the "Ice Sculpture" which is the only DLC item I always use (in hot environment)
3. Bigfoot
4. Off the Grid
5. Culture Shock
6. A Stitch in Time
7. Close Encounters