I think the radar isn't good for CZs and needs a rethink there (the permanent indication of all enemies spoils the event) but it's absolutely a part of the game play for all other settlement loops, as you use this within the quick scan system to help infiltration. Using this and your eyesight is important, it's a tool, not the only portal into the game. If you don't use it, you are at a disadvantage but in order to use it properly you have to do things in the game. I like the red ring design, the function that tells you if an NPC is alerted, their aggression state and the way you have to quick scan to even get them on there in the first place.
I personally detest games that
heavily rely on a compass as the more it's used, the more useless it gets with clutter. So I entirely disagree that the role of the radar can be replicated there. Sorry. Just no way.
The only argument against mini maps I agree with the OP on are the games that literally tell you exactly where to go on the mini map (i.e. following the line):
It's the old rockstar games curse - big immersive world yet gameplay reduced to constantly looking at a that little acursed minimap. It became almost obligatory in games because it's easy (and quite lazy) to design games around it, and because gamers got conditioned into believing that not having it is a bad thing.
This isn't used in EDO at all, though. In fact, EDO is one of the games I've played where it's most difficult to know where you're supposed to go on missions. You really do have to do the leg work to find out your objective location. And it's great for this. I am not sure the OP has actually played EDO missions if this is the impression they get from it. The mini map tells you nothing useful unless you
do something. And it never shows you the objective. Only the compass does that if you tag it, something that required thought and game play to achieve. And I stress... the radar is no mini map, it's a radar. It shows you zero information based on the topography. And a radar in this game absolutely fits the lore. It is not lazy at all, it is literally baked into several game play elements that I am sure the OP hasn't understood if this is their take.
Do I think EDO's general UI is good? Not particularly. I dislike the choice to put ammo/grenades on the physical weapon itself, for example; this obfuscates your status when animations don't play nicely and is really tough to read mid-fight. But I like the mini map implementation. I'd just prefer it if it didn't show CZ enemies at all unless they fired (and not at all if properly silenced).