Oh it will suffer of it, the only good things second what I saw, were.
The inventory system and the conversation system
For the rest the levels aren't too small, they provide some alternate paths, but personally, there is a lot of things that I prefer to not talk about because they put me in rage mode.
Here's the thing I'm worried about. In DX1 there were a good chunk of alternate approaches and storyline twisting decisions.
However, it seems what developers and to an extend players expect from an AAA title are ultra high production quality and a movie-like experience.
To that extent it is simply much more easy, less risky and more cost-efficient to make a highly linear, scripted experience.
And it's a real shame. You see it everywhere in games. Even developers like Valve seem to be 'promoters' of such an approach: even their multiplayer games are becoming increasingly linear (Left4Dead).
Frankly I find myself playing Quake 1 and 2 again these days, aka 'dumb' shooters and enjoying the relatively high non-linearity of the level designs.
This is not to say that DX3 will be a bad game, but I have my doubts it will be the 'authentic' Deus Experience.