(Non-mechanical review) Evidence-based cards offers connection from one thing to the next different thing. Because of this 'gluing' effect, they are great to make emergent stories come alive. Each evidence has a source : You can sort of remember where / how you got each evidence from, then that drives the story why you are better at stuff now. (In other words, evidences are fungible in mechanics just like ammo, but not necessarily in the player's head.)
Hawk-Eye Folding Camera / Dissection Tools connects location / enemy with anything your investigators do. Michael Leigh connects location to enemies. Research Notes connects player card effects with locations.
This Microscope connects enemies with locations, like inverse of Michael Leigh. You collect the samples then to sit down and making connection of enemy pieces to understand more about your current location. What I like about this card is that it works effortlessly consistent in theme, because both enemies and locations came from scenario design. The story often make sense and doesn't miss.
Michael Leigh which is the other way around is not only XP expensive that you'll get to play with him less (or never see him because you get 1 copy), but it's sometimes weird that everything I found out from any location benefits destroying the enemies. (e.g. I just investigated drawers in secretary office and now I'm good at killing all sort of abominations.)