I wouldn't say I enjoyed it, but I didn't hate it either, so in some ways, I'm with you.
A lot of people hate the linearity, but many of them also happen to be the 'omg i must get everything' crowd, and the moment a fork in the road appears they're like, "oshit which path should I take? I don't wanna miss anything!" then they flip open their strategy guide anyway... thats how RPGs have become these days, because everyone wants to do the "perfect game".. and no one wants to waste the time to do the exploring...
In that sense I kinda liked XIII cos it took that option away from you most of the game and you could pretty much just sit back and enjoy. On Pulse, the moment non-linearity opens up, you realize you don't really know where to go.. and I think it's only possible there because of the way they slot all those character building cutscenes everywhere else in the game - virtually no character development takes place in Chapter 11, except maybe the very beginning, and in the more linear parts of it (like Mah'habara)... so it wasn't entirely linear without a purpose...
That said, XIII was story driven.. events happen, people react and game plays out.. whereas XIII-2 seems like it will go the player driven way - player decides where to go / what to do, things happen... so you don't need the linearity...
but you will still need the strategy guide.
XI Wiki



