Yeah, the UA presented Bastions in a way that was a bit too gamey and the names for several of the buildings didn't match well to expectations - especially with certain things locked away behind a level requirement (I think one being the "pub", which you couldn't have until around 9th level?).
I'm hoping that all the buildings are available at the start, but the benefits that they generate are keyed to level (so you can have your pub at 5th, but it can't be used to make magical brews until, say 9th). I will, however, be allowing bastions at 3rd level, if not from 1st (for certain campaigns - this system would have been great for when the players cleared out and wanted to use the Haunted Mansion in Ghosts of Saltmarsh, or a certain ship...).
Also, I see the "DM's hands off" as how the DM should treat it like another character under the PCs control, allowing the players to make decisions for it and such and mostly being in the background. However, if something in the game comes up where it might directly involve the bastion (player have been using it to muster an army for the upcoming final confrontation with a BBEG, housing refugees from the enemy marauding army or holding the Macguffin the BBEG's been looking for), it's not going to be immune from getting drawn into the story at hand, and any possible consequences from that. But, were it to get damaged, invaded or flattened, the player can always repair, rebuild and/or relocate in the background - much like the various classes can resummon/recall pets, companions and the like - unless the player wants to abandon the Bastion completely.