Ofc, sorry, I am abit gloomy and doomy at times, it's just... Well, there's talent here, both on the side of the devs, and on the side of the testers, and I really like the game - as well as the system. It can go places ^^
So, constructive advice:
1) The intro, easy, normal or casual content, call it what you want, but there needs to be more of it. The "Complete everything with everything" aspect of the alpha was a major draw to that game, it needs to remain in some form. The devs could make it apply to the ring of inner dungeons (ones without a major "twist", Venture Cave, Den of danger, Spike Trouble, Chokebox and Doubledoom). That would certanly alleviate the hardcore powergaming / unbalance analysis required for the "story" missions.
2) The rewards for such could be racial building levels, as I have suggested previously, which could allow, at some level, to locker relics (but to make them exclusive with the guild and each other as preparations). This could incite the non powergamer crowd to try out the more demanding stuff. If there is another non-gold way to reward poeple for doing it, post ideas, but there has to be a reason for people to want to finish those dungeons with everything. Or in different ways - parched, race constricted, whatever...
3) The solutions for gear unlocking quests should not be things that severely unbalance other aspects. A dungeon is not really solvable if it requires a current triling with higher tier dungen gear unlocked, blah blah blah. If it's gonna be like that, then make them ALL solvable by exploiting unbalances, don't make quests like Witch pt. 6 where the "cheat" in question can't be prepared and requires scumming (and 10 tries).
4) With "quest" dungeons the game has lost the "ready up and go" asect of the alpha, a failed run now means way more grinding, or to be specific, way more concentrated and tedious griniding than before. If the product is going to be sold, this should be kept in mind. Some players have "broken" the bank, but for various reasons, this can't IMO be expected from regular people (takes a certain combination of virtues / flaws, some of which not very common). And beta testers should always ask themselves if what they achieved is doable by someone who is not them, and a quest that can be solved only after reading a guide and then scumming and grinding should not necessarily for practical purposes be deemed as solvable.
5) Something has to be done, again, IMO with the taxidermist. If he had a prep that put a second boss in the dungeon but removed something to balance out the XP, and having the second boss be the one you're looking for I think the game would be more acessible for regular people, as well as make all the "complete the inner ring with everything" quest chain I suggested above even more worthwhile and add a toggleable challenge gauge to it. Call it "formal challenge" or whatever, but for the love of God, add it, it would help the game immensly, especially as it would add depth and replayability to the "generic" dungeons.
6) Please, do find the "racial building levels" thread and read my posts there, and notice that the whole thread was mostly spam about cosmetics apart from them. Mostly. I had to put some credentials in here, as I felt that my possibly constructive criticism, and valuable time I spent on dedicated beta testing of this game would be wasted again unless I put some weight behing my words. Again, I appologise if I hurt anyones feelings, annoyed anyone or anything, really. The game as it is, IMO not really where it should and could be, and has some flaws that i don't see are being adressed (maybe they are but I just don't see it). And if the devs are financially not doing to well (and considerign how few people are posting here, I should certanly think they are not), this is very likely due to the "elitist" component that has snuck into a very accessible game that was alpha DD. I'd like them to succede, and keep making games, as I haven't seen anything with as much hit-potential (and worth at the same time) since Blizzard turned the action/arcade scene on it's head with Diablo 1.
7) I think this concern needs a bit more detail. Currently in th MOBA world, LoL is far more sucessful than HoN, and the major reason for that is that HoN devs ignored the majority of the playerbase in favor of the "pro's", which alienated the customers who deserted in droves, untill it got to the point that HoN can only be considered a financial sucess in terms of what it cost to produce as it is an inde game. Lol at the same time is a far worse, less complex, less deep game that made their company orders of magnitude richer. I think DD has the potential to appease both crowds, but only if this is kept in mind. There.