Ehhh,
I'd argue that for something that exists purely for the purposes of retconning the shitty ending of the Fallout base game, it has its benefits. Not only does the Enclave take out Liberty Prime at the start but they're actually able to expand the Enclave's role from being just "group that shows up out of nowhere and then Raven's Rock gets blown up" that ruined the base game.
The final mission also incorporates the element of choice as well as you can not only wipe out the Enclave (as a sane person would) but betray the Brotherhood of Steel and wipe them out.
Which was nicely cathartic for those who blew up Megaton, were slavers, and annoyed they had to side with Elder Lyons.
Make no mistake, the ending of the main game is shitty in every regard, both as a quest and as some kind of a narrative capstone, crummy though the narrative pyramid leading up to it already was. It's ill-conceived, retarded, the sort of drivel cooked up by a highschool sophomore.
But that's your story. There is something just so deeply bankrupt about telling a story and, when it's poorly received, saying "Uhhhh no actually that didn't happen," and retracting it. The art was what it was, you should let it stand or fail on its own.
Maybe such a thing could be justified if you actually then dealt with the themes you just laid down, dealt with or subverted them in some interesting way, but nope. It just exists as a "Uhhh sorry nevermind, here's some fun action", a near-total retraction that doesn't come to terms with what it's replacing in any way.
And the Enclave's role is even worse in Broken Steel. They were EXTREMELY poorly done in the base game in almost every regard, but at least one can squint and make out what's basically going on, who's in charge and what their aim is: Crazed AI kernel of the pre-War world just wants to genocide everyone on the one hand, alienated aristorcratic Colonel who has some idea to rebuild America on the other. Not great, but it's something, there's a face to it, and hey we even have some personal motive against Autumn as an antagonist (as contrived as that motive may be). But in Broken Steel, the Enclave is just a faceless organization that is vaguely and maniacally pursuing revenge against the Brotherhood. It's nothing, just a bad guy.
The choice at the end is nice, but it's weighed down by the binary Fallout 3 Karma system where most of your choices are split between either "Do The Obviously And Objectively Correct Thing" and "Do a Hitlerian Galactic Jihad (Or Most Proximate Equivalent) For No Particular Reason". Sure it's nice that Fallout 3 gives us those Hitlerian options, but on its own its nothing. Compare that to the choice at the end of Van Buren - Sure, you could nuke everyone if you're a psychopath or have cooked up some other explanation, or you could try your best to minimize the number of nukes and be forced into a trolley problem where you have to make a decision about the least bad places to destroy.