No aesthetic complaints, just some very nicely done modified graveyards—although Desna's gear says "guardian" much more than "recon" to me. Guess they can't rightly venture into the field without someone to shield 'em just in case, though. Also, reusing the theme of the lobby from O:CH was not only a practical move but welcome as a touch of consistency; one gets the sense that Spiral HQ has standard mobilized bases of operation after seeing that same bunch of pods and computers.
The new monster types are a welcome addition and do encourage different, more careful approaches than most of the Clockworks fodder. The "plain" Deadnaughts (or however these are yclept) are just potent enough not to need a speed increase, I think, having the classic steamroller charge and a circle of resurrection following them around. At the beginning of D20, though, there probably ought to be a door that closes behind knights as they enter the first fight since it's trivial to lead the Deadnought down to the elevator platform and keep it busy there while others wipe out all the zombies. Conversely, easy for an overzealous party member to dash forward and spawn all the enemies before others have a chance to load and get their bearings. Trapping these juggernauts behind the gates in the last room on the left of the same depth takes enough coordination to be an entertaining tactic, though.
As for the other two enemy types, I didn't feel particularly threatened in most cases: the "kamikazombies", in spite of their numbers, seemed only marginally more dangerous than Knockers due to their flimsiness, predictability and ease of deflecting their attacks. I found myself wishing that, barring a shield bash or preemptive attack to keep them off, they could telegraph briefly and then "cling" to knights they manage to touch (like zombies of old) and not let go until detonation or until a teammate knocks them off. Their projectiles could use either randomization or a more erratic dispersion pattern to keep their explosions from being too easily avoided.
The Almirian knights have a lot of potential; their rapier attack pattern is very nicely done and takes a hefty toll on most shields, making them rather hard to outmaneuver while in range of their spears. They use their own shields quite nicely, providing a bit of a buffer against the frontal assault-prone and trigger happy gunner while still letting one plant shots with a little extra aim. I'd greatly enjoy seeing them wield a variety of weapons like we do. They could be a little more eager to attack though, and this is related to the "possible bug" mentioned in the title: I found that when I stood right next to them they would often stop attacking entirely, occasionally shielding or retreat-dashing. Not a big problem when there are a few of them to keep one's attention shifting, but it's something to note. As I'm sure it will be noted often, they are lacking in the health department, and in addition to increasing their damage tanking capacity I think it might also help if they could not be attacked for a few moments after emerging from their statue form. They tended to go down disappointingly quickly when I could overwhelm them while they were locked in place. A few times, I was even able to send a Hail Driver charge at them and freeze them before they emerged, although I somehow saw no damage on the attack. Finally, since they are fallen knights of Almire, it would make sense for them to inflict fire or maybe even curse from their attacks sometimes, but I never saw that happen once in three runs through it while allowing them to hit me quite frequently.
The bit of lore at the end, while nothing they'd pen an epic about, is a nice addition of insight into the kind of kingdom Almire once was. I'd really like to see something in these missions that gives us a glimpse of the nation before it fell to ruin, as well as a bit of background on the warring states that opposed it. I like stories. :3
Overall, nice work. It'd be great to see some of these enemies come in a variety of flavors and appear in the regular Clockworks at times. I can imagine a gaggle of freeze kamikazombies (I shall call them that until someone stops me~) or shock Deadnaughts would be nightmarish under the right circumstances.
+1 for the "Kamikazombies" name.