Same here, about 9-10 hours in, and so far have covered the Reef of Fallen Worlds, Circus Minor, Government Square, the Underbelly and just got to the Caravanserai via a backdoor of some sorts, with yet another strange apparatus/numenera waiting to be tinkered with. Went through the first mere and picked up a cutthroat companion of a certain complexion along the way as well.
Tides-wise I must have chosen and done things mostly according to the role of the knowledge-seeking mystic/scientist/philosopher I'm role-playing. Up to this point I can't say that I noticed any change or shift from being
blue as a man can be. Then again, I don't pay much attention to how or if tide attunement affects dialogue options (and vice versa) at all. Turning off the feedback (the notification when a shift in the Tides occurs) was one of the first things I did before even starting the game. I wish there'd be an option for turning off other meta-information like the 'Deception', 'Persuasion' or 'Tidal Affinity: Surge' tags (like in PoE) too.
Side activities so far have been the bread and butter of TToN, as far as I'm concerned. With the over-arching main plot deliberately being kept mysterious and fed to you in little bits and pieces they also have to. Good variety too. From smaller, more linear and simple tasks with only minimal leeway in regards to approach and resolution to proper secondary quests with up to half a dozen, wildly different possible ways for initiating, progressing and concluding them, often with the seemingly 'worst' approach still leading to a surprisingly reasonable outcome.
Must have spent a considerable amount of those 9-10 hours alone on examining, fiddling around with ancient machines, and exhausting every single dialogue I'd come by, too. Nets you the occasional 2 or 3XP as well, which, as far as I'm concerned isn't necessary but I guess a nice little extra appreciation for taking the time to read the shit out of everything.
Was also pleasantly surprised by how the writers avoided to bury you in exposition (of the annoying, hand-holding sort you get your nose rubbed in), considering the omnipresent weirdness and frequent inexplicableness of the Ninth World. There are still moments when it's blatantly obvious that explanatory info-dumping is occurring, but for the most part you are kept in the delicious dark and have to put two and two together on your own. Then again, I also refrain from reading the detailed quest log entries in the journal too and just 'go with the flow', so to speak. In regards to utterly failing attribute/skill checks or having to live with unfortunate consequences to my choices as well, by the way. An Iron Man-like mode with only one game save wouldn't be totally out of place in TToN, I think.
Apart from the initial encounter with The Sorrow I also have yet to resort to violence again. Makes you wonder if it's the writing and the unambiguity of the dialogue options that are very likely to lead to a crisis (besides the obvious 'Attack' tag) or if it's just the RNG playing along so far.
Still not a happy camper in regards to the cluttered HUD (in certain scenarios) and the general 'consolified' look-and-feel of the overall UI though.
Being able to deactivate or hide a few things in the current version (Tides feedback, Crisis objectives, Selection circles, Interactables during crises) is a start but, as far as I'm concerned could absolutely be extended to include other HUD elements as well. Like the too extravagant name tags (the extravagant part of them at least) or the, except for the first two or three times, superfluous OSDs relentlessly reminding you that clicking LMB will let you talk to an NPC or examine a numenera. Well, duh.