I mean, that's kid of a core part of the game's themes right? You do mercenary work for a lot of people which often involves being left partly in the dark about things. Plus, the world itself isn't exactly a happy one and the people you interact with don't exactly have spotless histories, so of course a lot of conclusions will be "unsatisfying", because the people involved in those story arcs are flawed and make choices that result in unsatisfying consequences. Think of the questline with Claire if you help her kill the guy; she's unsatisfied in the end as well as you likely are, and that's intentional; you don't have full control over the situation intentionally.
A lot of it is also representative of Night City as this giant, corporate, anti-humanist machine; it props up illusions of grandeur, fame, power, etc., and many people chase these in their own ways. Joshua is convinced he is some sort of messiah, and while you can make him doubt, he has become fully committed to his choices. Judy has her rebellious, progressive mentality coupled with naive hopes and aspirations, so when taking The Clouds from the Tyger Claws and dealing with Maiko, she fails to realize how dire of a situation that put the people she was trying to help in.
- The entirety of the main quest. I won't go into why the endings are so disappointing, since there's already an 800-page thread on that topic - which speaks for itself, really. All I'll say is that there is no point of offering multiple endings if they're all just going to effectively reach the same conclusion. Even the "secret" ending doesn't actually change anything!
HARD disagree with you here, and I posted a lot about this already;
here's a compilation of my analyses that discusses the nature of the endings, especially "The Star" ending.
These endings do not reach the same conclusion what-so-ever; thinking otherwise is missing the point entirely and failing to analyze the game's text. The "The Star" ending I think rather unambiguously implies that V survives and does not die 6 months after the Arasaka raid. "The Sun" is more ambiguous but with the resources V has achieved, although V is more isolated due to their power, and consequently has strong opportunities to survive. Even in the "The Devil" ending, there is the possibility of surviving; having worked with Hanako, there is some possibility of having those corporate contacts to give you a lead to survive, or perhaps you regroup with your friends back on Earth, feeling robbed, perhaps vengeful, and definitely desperate to live.
Temperance is substantially different, and I think is one of the three "suicide" endings, along with uploading your mind in The Devil ending or just killing yourself without ever attacking Arasaka, and the way these suicide endings work is vastly different too.
The endings are all definitely cliff-hangers and do have
some ambiguity to them, but they don't leave you without huge implications of how things will follow after (and honestly, IMHO it seems like they set up DLC with the three main "continuation" endings -- The Star, The Sun, and The Devil (return to Earth) -- and these endings all parallel the life paths at the start of the game, so to me it basically is clearly drawing parallels to the life-paths, and thereby, giving a high possibility of all three of these endings leading to the same DLC starting point).
So like, I feel that complaining about this is unwarranted; if you prefer a different type of story-telling that's fine, but don't pretend that the quest-design and writing is somehow innately bad because of the heavy use of moral-ambiguity, secrets kept from the player-character, etc.; you aren't some god that has unilateral control over the actions and consequences of others, nor is anyone you interact with perfect and without moral or logical failings. They also end up unsatisfied because Night City is designed to trick people, and to lead them to unsatisfying endings. That's part of Johnny's last flawed message to V about not having "happy endings"; he is partly wrong, because V does have a chance for a happy ending, but he is partly right; Night City is fundamentally predicated on a widespread oppressive atmosphere, the robbing of "happy endings" for an unending growth. It's why one of the core conceits of the game, I argue, is that Night City is the one and only antagonist of the game; all other antagonistic people or forces within are manifestations of Night City, and thereby, the only road to salvation, so-to-speak, is to leave Night City, to escape it, which you
definitively do in the "The Star" ending, as well as possibly/arguably in the "The Sun" and "The Devil" endings.