Stika makes good points. I liked the interrogation scene generally, but felt there was too much to-ing and fro-ing. I like the fact that you *could* make him feel more at ease by giving him food, but it felt weird that you *had* to.
On the interface side, well I know people have complained about this but I feel like there are some things that were missed. (Bear in mind I've not played ep2 yet so if you changed anything there I don't know about it.)
Inventory: it felt strange that you had to "equip" one item and then use that in all "give/use" actions before you equipped another. I think a better way to do it would be to move the decision for which item to use into the "use/give" interface itself, like Gemini Rue does.
Also felt it was a little odd that there was a dedicated button for your phone but you could also access your phone via the inventory. I'd have just kept it in the inventory, but I can see why you put the extra button there. This isn't really a critique but more an observation.
Re. the cognition powers - I can see why you had the "open power > select target > activate power" interface structure, but I feel it could be reduced by a click here or there. Certainly, the very first cognition power could just be "open power > click target". I was also confused by the fact that there are different hotspots for different kinds of cognition powers; if all cognition hotspots were the same then you the interface could be "open power > click target(s) > select power to use" like in the full game, but would feel slightly more flexible - because the game wouldn't know which power you're using until the very end.
I also think that Erica's use of the internet/mobile devices made her feel more real to us, but that this was undermined by the fact that the internet didn't exist as such, it was just another area of gameplay. Same goes for the FBI computers: there should be thousands of files on there. But of course I have no solution for this, because the only way to fix this would be to create ALL OF THOSE THINGS.

Actually, I guess you could procedurally generate a thousand FBI files. That wouldn't be too tricky. The hardest part would be in making sure they don't conflict with the puzzles: if you're looking for someone who was stabbed to death in February 1992 then you'd need to make sure no procedurally generated files fall into that category, because you don't want to direct attention away from the one custom-made entry that you want the player to click.
Of course, that would take resources away from other areas and would have almost zero payoff, but I can dream.
