By my reading of the current system, when you enter a region or localized area, the entire part of the map you are in will *lock in* at your level. At this point who cares where I explore, if the first dungeon I see is going to be the same level as any in the entire area?
Why push to the far and unique corners of the world (which is the fun of exploring) if the loot and challenges remain the same everywhere? Sure there is new scenery and maybe I get a tomb instead of a cave, but I don’t want every tomb to look even roughly the same.
A tomb occupied by high level necromances and liches should not simply be the same mundane looking tomb that is populated by skeletons and zombies that you face at level 2. It really takes the epicness out of such encounters when they are located in the same, for lack of a better world, tile-setted dungeons that the lowbie monsters of the same genre were populating early in the game. Powerful monsters should exist in locations befitting their power and station. They would not choose simple abodes.
I’m not talking about the main storyline locations either, which usually are hand crafted, but some other optional side quests, that are treated in the same quality way, that perhaps have their own quest chains and lore tied to them and definite benchmarks of ability that are required to defeat them.
There is no reason these things could not exist in tandem with the existing areas that are locked in randomly, and in fact, they would add to the richness and depth of the world for providing something stable, and yet not linearly tied into the main storyline - that everyone will see anyway. Basically areas that are especially rewarding and rich for explorers and completionists, but highly challengingly in their own right.