I'm "only" on day 24 in my game and going at it solo, so a little less far along, but most of what you wrote mirrors my experiences.
Before I sum up my criticisms, I have to say that TFP really exceeded my expectations with this build. Hats off to the team, it's obvious that a lot of work was put into this update and although I still think the EA update/information cycle leaves a lot to be desired, at least the payoff is quite big this time around. I haven't been this absorbed by a game in a while, nicely done.
My current game is my third attempt at A17e, the first two were cut short by multiple deaths and feeling behind the curve too much to continue. For this one, I went back to Navezgane (initial two were RWG). Settings/difficulty were mostly standard, aside from marking airdrops because I felt I needed the help

So far, I've only died once, and it wasn't even on a Blood Moon (got swarmed in some dusty attic).
My criticisms so far
- I got lucky with iron tools from traders/WS crates, so I'm unsure if the current forge gate is bad, but it feels like the reqs could be lowered a bit. Iron tools aren't that powerful without perks invested anyways.
- Bicycle should either be easily lootable or craftable from scratch (once materials have been found). It makes exploration so much more enjoyable, without being so fast as to render distance moot.
- Mods are great, too bad the progression.xml is still such a mess. Have to add most of them manually, in addition to the saw table and chem station.
- Currently the only viable way of leveling up is by fighting zombies. Mining and crafting need an XP buff to make them more worthwhile activities. Zombie XP could be scaled down a little to balance it out. I'm currently seeking out hordes just for the XP, and whacking slow conga lines in the head gets old. Variation in XP would be neat!
- RWG towns look better than ever thanks to the huge variation in POIs, but the landscape is a patchy mess of forest and burned forest, which is annoying to navigate and soon becomes boring. No problem with having only one desert and snow biome in the South and North, but we need more reasons to actually go there in RWG. Skyscrapers and wasteland seem to be missing in action. Needs more high risk/high reward areas imho.
- Quests are mostly pointless, as OP stated. Too much travel time for laughable XP (killing two zombies nets you more) and lackluster items as rewards too often. Running through a POI dungeon is a much better reward all by itself. Maybe if quests had a better chance for rare but critical loot as reward (even relatively early on)? I.e. beakers, acid, seeds, mods/schematics. (EDIT: seeing rewards up front would help!!)
- Zombie/horde AI is obviously an improvement over A16, but needs serious tweaking for better immersion and more dynamic horde nights.
- Non-BM hordes need to go for your "last known position" rather than locking on and navigating straight to the player.
- Bloodmoon hordes need varied pathing/intelligence: right now the best/only strategy seems to be exploiting their GPS pathing by deliberately leaving a hole in your defenses so they all come through an easily set up kill zone. It feels like cool, immersive bases aren't viable because the zombies will always target the weakest spot all together anyways.
- Loot is way too saturated with low quality guns. I've started scrapping pretty much every one I find, just so I can easily get the ammo and a few mechanical parts. I was swimming in dukes at the end of the first week just by selling guns that felt like game changers in A16. I get that the mods now make the difference, but it would be nice if finding guns still felt exciting. Especially if pre-modded guns were a possible find (would obviously have to be rare).
- Lighting is very pleasing in general, but day/night transitions are way too abrupt and during the night there seem to be sudden shifts in global illumination.
- Please fix the night vision goggles, the A16 implementation was fine!
That's it for now. Hopefully this was of some use!