The Technomancer
card-carrying scientician
I think it works for Hitman, because it seems the team approached it as 'How can we give the player as many options as possible to take out a target, and how much of a 'playground' can we make it for them.'
While, the latest Thief for example, it seemed the team approached it as 'How can we make a AAA game with awesome moments'. The team behind Hitman definitely has it down on how to make a fun game.
Beyond even just that, stealth games since Thief 1 and 2 have just struggled to feature believable architecture. Games like Styx couldn't manage it. Dishonored only managed it for between a third and a half of its gameplay time.