What about the quests involving bees, wasps, beetles, goblins, myconids, spiders, undead, all of which can poison or disease you?
It's a very harsh design to have all of those things in the beginner quests, on all the random nook enemies in those quests
Coupled with the fact that enemies in general have very high AC values (even mook swarms) and that the poisons are mostly Str-draining types, it means fights take waaaaay longer
Maybe if quests had a bit more variety of enemies, it could lead to a richer experience
For example, take the poison of all the basic wasps in the infested house quest, but turn a couple of the enemy formations into slightly larger, palette-swapped versions that have more HP and chance to poison on hit
The queen already has a dangerous ranged attack that can stun- a great addition, by the way- and players quickly learn that she only uses it at range, making her a threat that needs to be dealt with.
But at higher levels, she could have a couple of those beefier wasps with her to complicate things a bit- or even another new enemy type, the Royal Guard.
They could have increased AC and Damage, but move a bit slower so that some clever playing ranged or caster characters could learn to evade them until the other wasps were dealt with.
Now doesn't that sound like fun to play?
This is just an off-the-cuff example of the kind of design elements that I excel in... if that's something you want.