In theory it could be called a project management issue, given the examples of the Deep zones and their itemization. But mainly because the project management going into EA launch was 'we really need to get these zones in place, even if they're buggy and/or incomplete.' The focus was on the continuity of the world space for right or wrong, and standing Underdocks and AV up.
The designer working on Caves of Irem and Great Cavern Sea is more experienced than a lot of the other guys, so he's pretty fast (and can do both art/design). But between slamming the remaining zones in and focusing on trying to get the first pass on classes done, we weren't running all of the itemization through systems designers.
The issues that've popped up with some of the spawns, item balance, etc have all been really good for us internally, because it's led to us getting better auditing tooling in place, refreshing discussions about process, and helped the newer designers be more conscious of issues they may introduce.
With month 1 done (and the 20 patches that came with it), we're working on getting our processes less loosey-goosey.
I do expect everyone to do their job. But don't mistake that for not wanting (some degree of non-masturbatory) process, communication, auditing, testing, and working within frameworks we develop. 'Just, go make cool stuff' isn't the best framework and it bit us enough during Alpha/Beta. We've gotten better in these areas in the last 6 months, and I hope that'll continue to improve.
With that said, the work on running back through the classes (which I don't expect to be a 1-and-done thing), looking at foundation issues like TTK, how some of the stats are working, item distribution, etc... is all underway on the systems side.