Ok, good to know.
Anyway, I guess I should complain about a few things since that's what the thread is about and all...
1. Coldharbor. Long empty hallways, bajillions of crates and chests and urns... There's no rhyme nor reason to any of it. It felt like a massive time sink every time I did it. On top of that, the "boss" fight in the previous beta was pointless, once I realized that the Prophet was healing me faster than the "boss" could do damage. That was a good opportunity to help integrate the combat options the player had learned, but was rendered irrelevant by the infinite heals.
2. Quest structure. This may be purely subjective, but the way the quests were presented and arranged just didn't grab my interest. Voice acting doesn't do much for me (other than make me wonder how expensive it was). The quests themselves felt very short and offered little to no challenge. My character was never in danger, even with mobs spawning right on top of her. Challenge and involvement are important gameplay elements to me, and I didn't feel much of either (again, I know this is subjective).
3. Character models. More subjectivity, but the characters all looked like deadpan string beans to me. Hardly any shape, whether male or female, regardless of sliders, and disproportionately tall for their girth. The facial expressions felt "flat" and unemotional even when the characters were trying to emote something, and a lot of the facial sliders didn't seem to make a significant enough difference. It's fine to go for a realistic style, but as much as I hate to invoke Skyrim, at least that game offered face options that could convey a lot more personality. This is all my opinion, of course, so I'd encourage screenshots and video clips that folks think would be good counter-examples.
4. Open dungeons. I found these to be the most counter-immersive and least challenging aspects of the game. The prison in Stros M'Kai was the biggest offender in my experience - how much of a prison could it possibly be if a dozen yahoos with no organization can steamroll the place and release any prisoner pretty much at will? I'd like to see an option to do these as instances, and to allow significant scalability for instanced versions.
4a. Traps. If there were any, there were too many, too obvious, and they were all weak timing puzzles. I much preferred DDO's implementation, or even NWO's (much as I hate that game otherwise), where the traps were really traps and not simply dynamic barriers. Hopefully these will be reviewed and revamped if/when TESO ever gets a Thieves' Guild.
All in all, not a bad game as far as MMOs go, and I know I missed a lot (no PvP, no crafting, never played AD, max level 15 (I think) across three beta weekends) . But after an hour of gameplay I couldn't help but feel I'd rather play something else.