I don't know how far they are with it yet if there are room for changes or what they have done besides removing the heavy effect from Toto-Rak but where is a list of changes I like seeing made to that pool of dungeons.
Sastasha: Clams are a bit unusual perhaps remove their invulnerability or make them completely invunerable hazards.
The Tam-Tara Deepcroft: Could not think of anything to change with this one.
Copperbell Mines: Slime boss try cut downtime on the bomb spawner, have sand auto loot from trash mobs, seriously cut down on downtime during the Spriggan, giant and bomb spawning room perhaps just have the main big mobs already spawned together with a bit of health and some basic mechanics and call it a boss fight.
Additionally plenty of mobs stop following you after a unreasonably short distance I don't think I've seen it in any other dungeon.
The Thousand Maws of Toto-Rak: Maybe adjust orb placements and make the ones dropped from mobs auto loot, maybe add orb requirement to duty menu.
Haukke Manor: Change spawn location of the first boss chest to direct players into the right direction, add a teleporter to the enterence after the 2nd boss in the basement similar to Matoya's relict.
Brayflox's Longstop: I would wish for some displayed bonus objective for saving the gobies but otherwise a great dungeon.
The Stone Vigil: Can't think of anything I'd want to change about it.
Castrum Meridianum: Where interactions is required please add temporary walls like the one after the 2nd boss before the 3rd shielded big armor like maybe right before the two last packs on the way there and the two search lights right at the start of the dungeon. Also make Cid smart enough not to run all the way back when people go too fast.
The Praetorium: Remove the authentication key step it's a beginner's trap which can feel quite nasty to some and have teleporters activate after killing the nearby mobs instead of people rushing though mash clicking an already active teleporter.