Part of this remind me of parts of a recent campaign I played. Too many hooks.

We were based in a town, and there were defined bad guys, but there were too many things we could choose to do at any given moment. It's not that we couldn't choose something, it was more that there were so many things we could do that we felt that whatever we chose would have so little effect overall.

What's worse is that with so many hooks presented, we felt like we could handle a new one every session or two, but when all was said and done, it became clear that the only way to succeed on many of the paths was to stay on them. Which meant abandoning all the other story elements (people and causes), which made me feel like a failure.