I really enjoyed this quest. You get to know every faction, infiltrate them, sabotage, lie and act as one of them (the Brotherhood only very briefly). You get the constant feeling to break your cover with the next action or answer and it will happen, thank god you can save nearly every time before you talk to anyone or do anything
You are very loosely connected to the group and do not have an army behind you to call for backup. I used my Charisma and Agility skills far more often than Perception. Kept outfits of all factions in mine and Pipers inventory, ready for the taking, also hazmat suits for both of us.
Even the ending is the most satisfactory outcome IMHO. There will be no military factions left who want to influence the way of life in the Commonwealth. Synths can now openly admit who they are and leave or roam at free will. It will take time for humans and synths to adapt, but my character tries to be a role model with little Shaun at his side.
The people will now have to decide their own fate and this is where the Minuteman come in, now being able to build settlements without the dominance of the Brotherhood or the threat of the Institute. There are obviously the uncontrollable 'animals', including feral ghouls or super mutants.
Now is the time for me to do Minuteman business and support Preston in his task to rebuild. The Commonwealth needed the Railroad as a weapon to destroy the enemies from within, they can now lay low and keep an eye out for other oppressors.
p.s. The outfits were more for roleplaying purpose, though some quests require you to wear a disguise.
Piper was very supportive during the whole journey. I am not sure how actual Synths like Nick would have reacted in some situations, probably more violent.