Since this seems to have become a fight about Dragon Heist somehow, I'll just say I've been a player (and subsequently read it) and that my group really enjoyed that module. We went way off book, but I think the nature of dedicated urban campaigns is going way off book (the average player just has an easier time thinking of unexpected things to try in an urban setting than out in the wilderness or whatever). I think it was our DM's first time (definitely his first in 5e), and I don't think he used anyone's "remix" I think he just adapted heavily to whatever we wanted to do in a big fantasy city. I'd recommend the module, but not to the OP here for their current needs because it is a campaign for starting characters of the levels they already did, and while that is not an insurmountable problem, virtually any other published module would have more content that doesn't require adjustment.
Reading over it my chief objection to the design is having four possible paths but not really giving the players agency in which path to choose. I think in some early stage in design they came up with the multiple paths gimmick with the idea that all four villains were vying to get the treasure and PCs would have to choose sides or play them off each other or something, but then the actual plot(s) they came up with didn't support this and instead just involves the DM picking which of the four paths they want to send players down.