So I finally got to a point a few days ago where I was able to unlock flying. Yay! It was actually kinda fun to have to go around and find the aether currents, though I wasn't so keen on the ones locked behind quests. I do like that it makes you learn the lay of the land first. Dravanian Forelands, however, is a nightmare without flying. >_< So glad I don't have to deal with that anymore.
I just have a few suggestions I think would make things more intuitive.
1. Why must I "land" before dismounting? At first I didn't give much thought to this restriction, but it didn't take long to realize there were some unfortunate drawbacks to this requirement. There are many, many cool peaks and towers and statues and whatnot that you can fly to and above, but if the game does not let you "land" on them. This was extremely frustrating! One of the fun things about flying that I remember from WoW is taking myself up to some ridiculously high or remote points on maps and dropping down to perch precariously and get some cool screenshots.
2. This is somewhat related, but I... also liked being able to just dismount whenever and fall to my death. Why? For fun! And divebombing mobs. xD But yeah, would really like to be able to freely choose where I dismount. I can fly up a mountain slope, but it won't let me drop down and stand on it? Woops, I guess this is just more of #1.
The Real #2. The controls are pretty smooth, but it's lacking certain axes. There's no way for me to do loops! This is a travesty that must be rectified! Fond memories of crazy strafe-spirals on my protodrake because goofing off is fun.
3. This one is more about the difference between pre- and post-flight terrain. I found myself repeatedly baffled by invisible walls in places where I knew no wall had any business being. Some of the most egregious examples of this (that I've encountered so far, at least) were along those narrow paths up that big mountain around the Sohm Al dungeon. I could look down and see the switch-back of the path maybe a couple meters below, but invisible walls barred me from jumping down, instead forcing me to run alllllll the way around. Talk about immersion-breaking. >_<
Anyway, those are my suggestions! I really like the zone designs in HW so far and am pleased that SE seems to have taken the critique of the claustrophobic ARR zones to heart. I just think that they could stand to tweak their flying system a bit more!