I'm going to have to agree about the sprawling dungeon aspect.

They're wonderful the first time you do them AND if you are in a group who likewise are in their first run. But if any of those are not true, someone's experience is getting wacked. And ultimately much of the effort is wasted time and resources.

The dungeon design aesthetically in ShB IMO is well done. Though Qitana Ravel and Malikah's Well are a tad bit bland. But the pathing and pacing of the dungeons are fine. My biggest issue is the wall to wall pulling. I don't have a problem with the practice itself. I have a problem with the fact it is the go to on every section of every dungeon.

As I said before I would like to see the introduction of dangerous npcs that make wall to wall pulling.. well I won't say impossible. But lets just say it makes it risky. Mobs in each group that can inflict high damage periodically to their target or the group if not CC'd, interrupted, or burned down first. And pulling more than one could be disastrous. Or mobs that can CC members of the party meaning the risk of a healer getting sleeped and causing issues in a large pull could make it interesting.

Again you can still wall to wall in these situations. But you would want to coordinate group member abilities to make sure it works. Something like telling the dancer/bard/machinist to target a mob and AOE but keep that mob targeted so they can use their interrupt to make sure the healer doesn't get CC'd randomly. Or tell the DPS to burn down high damage targets first with ST abilities. Something a bit more than everyone hitting 2 buttons to AOE everything down. I want a challenge, I want strategy.

Maybe even have more mini-bosses. Boss like encounters that don't drop loot (maybe tomestones though, that'd be cool), but may offer alternate paths to groups of mobs or debuffs on the final boss.