Just to point out a few other things:
He does not complain about not being able to manually save (He does say there's a lack of save function, I personally don't take that to necessarily mean the same thing), and he does acknowledge the checkpoints. Specifically, his exact words are that "they don't save vital aspects of your progress." (Such as guards killed, bodies you've hidden etc)
I also feel your interpretation of his "objective to open a door" point is taking it far too literally too - his point is that the objectives are so driven by the story that this is the case should you strip the story bit away.
As you said yourself "the cutscenes do a great job of keeping you informed" but that's exactly Tom's problem with the game - that it's too slavish to the cutscenes and story, which is almost the complete antithesis to what he - and a lot of other people - loved about Blood Money as opposed to 'regular' stealth games.