This game really just needs better dungeon design. Like I mentioned earlier, the elemental dungeon in the early 40s is nearly flawless. It's a five-boss run with multiple paths to each area, has a bit of that Planes of Power feel, and all the loot is actually relevant for the level range.
The problem is everything else. Chasing single bosses halfway across the map is a pain, especially with no real fast travel system (outside of city portal scrolls once you grind the faction). That's exactly why the elemental dungeon works so well, because it's self-contained and efficient. You're not wasting time just getting to the content. Exploration is great in theory, but in practice, they should've reserved most of those scattered, one-off bosses for quests, bounties, or something similar. As it stands, tying meaningful loot to them just makes farming feel tedious because of how the travel system is set up.
That said, the game still scratches an itch that Erenshor doesn't, for whatever reason. I can't quite put my finger on whether it's the progression or the pacing. But when it comes to mercenaries, Erenshor is way ahead -better AI, more control, and just a smoother overall system.