1. There's a lot of systems that are needed for basic progression through quests that the game either doesn't tell you how to do or if it does, it's buried in 3 screens of flavor text. Most notably is the system for toggling quest items that seems to rear its head once every 4-5 years being used again here with no explanation that is how it works. The other being the delivery crate system.
The legend says to look for an icon which is a purple/blue flag, but this icon is not present on either item map or in game menu map. Veteran players will guess Crystal Ball is the magic location, but it's just an example of conflicting information the game presents.
It's loaded with a lot of flavor text, arguably too much, especially when you have to scroll through looking for details like turn in locations. The gold arrows in the upper right corner have no explained function. You have to basically hit buttons and hope for the best. The quest objective counter is backwards, and unclear in presentation. Is the 4/4 an indicator of what page Im on in the current window? No. It's a quest I did 4 quests ago that's still showing because it's in my quest log. The quests run in descending other, so while you might think 1/4 is the first of four steps, it's actually the 4th step you're currently on.
Then clicking the arrow pointing right in that upper right corner opens up a new text window.

This is much easier to read though the treasure box with a question mark delivers 0 information. Im assuming it's meant to indicate the reward is 500 gold. Instead of just using the word "Reward". More simple presentation issues.
The tailor quest starts out ok, giving you some cloth and leather to get through a few steps, but the last Occlo Step has you making 10 Robes, 10 Dresses, 10 sandals, 10 floppy hats, which is a ton of resources. And tailoring for most of those is only able to have resources acquired by either shearing sheep or purchasing from a vendor. The majority of my time was spent completing this basic beginner quest, and I honestly almost gave up out of frustration. The 10 items is way too high a threshhold for this early in the experience. It's made more bizarre that after this step, you're sent to Moonglow and are given a quest to craft 5 of an item instead, which feels inverted. The larger orders should come later in the career path.
Also, Tailors can craft their own bandages but they can't gain healing skill to use them, yet they're expected to fight wildlife and take damage to obtain resources. The healing skill should really be added into their quest rewards and unlocks, and honestly, no class in this game should be denied that particular skill.
I eventually completed the moonglow arc which was much improved and more polished than the Occlo one, which is not a good thing. Your polished content should be what's provided up front. Im now at the step where I need to complete daily board objectives to earn more skill points, but as a tailor, only one of the items seems feasible, completing bulk order deeds.
I will say I -do- like having skill gains being earned in lump sums via questing is a great idea, and way better than the production default, but the default should still be available for skills outside your class path so that your character can spread out into more content. On the tailor path I only have Swords and Tailoring so I can't really see participating in more content beyond the BOD path.
Also, pigs yield 0 resources to use in the new legacy experience, yet the sheep spawn is tied into the pigs spawning so it's just visual useless clutter. Pigs should at least generate bones, even if we're doing away with meat and cooking.
A few good notes!
Questing for skill gain is much more involving than plain macroing away on things, so this is an improvement, but I don't feel that the original passive skill gain methods should be locked out.
The portrait system is neat, even if the interface is lacking some useful details, but it's a shame other players can't view our created portrait by any means that I was able to locate.
The house name system is a good idea, however the randomization is simply atrocious with a lot of gibberish results.

and

being notable awful results. Also, it's odd that as players we could not, as a guild, decided to group up under a shared house name. I suppose if it's related to these being account locked as a legacy identifier, that makes sense, but that then presents the question, if such a largely identifiable thing is integral to the system, why are we not allowed to customize this out further to a more desirable choice.
Anyway, hopefully this feedback was useful. My intitial takeaway was that I wanted to enjoy it, and it was fun seeing more players around in the world, but there's simply too many technical and visual presentation issues that made the experience ultimately a chore.