Yes, it's more difficult to sneak around now, although that may have been in an earlier release too. This was part of a broader attempt to reform the stealth game, which included putting loot and special locations in secured areas. If you stay in the unsecured area of a building that is open to the public and do nothing wrong, you'll probably be okay, but otherwise, your people with low disguise skill are pretty bad at "keeping cool" under pressure. Your best chance is to tap an actor, professional thief, or stealth archetype (A) founder, and have them go in solo so there's nobody to make them look bad. Do that, and you'll probably see a marked improvement in stealth performance. Otherwise, you'll tend to want to make grab and dash style burglaries until you develop enough disguise skill. Fortunately, it also increases more than twice as fast as it used to.
Also new is that if you pick up everything not nailed down, you'll be very suspicious, and the same is also true if you start messing around with locked doors, freeing prisoners, breaking machinery, freeing animals, etc.. The more funny business happening on site, the less likely people are to let you walk by without giving you a closer look. All in all, the goal is to make it actually feel like you're sneaking around the place, up to no good, and actually have to think about your actions while there, who you're going to bring along, and how far you want to get from the door.
Seduced recruits are too unstable to leave in their jobs, and the Conservatives would catch onto their obsession and cast them out. Or at least, that's the reasoning for not letting you automatically turn every person you seduce into a sleeper. And if they're not a sleeper, they leave their old career behind forever, and presumably the lawyer loses their law license at some point in the process of walking out on their job and joining a criminal gang too.
The difficulty of getting a sleeper lawyer helps to balance out the fact that they're extremely powerful.