Love the Night Market. I missed out on when Craglorn was an adventure zone, so I assume Night Market is what Craglorn once was. Love running with premade groups and randoms. Love the boss fights and the trial. I think its really well done and hope there are expansions and updates with each new iteration.
With that said, I do have some minor complaints:
1. Tone down the sensitivity of the mobs. Getting attacked by a mob that spawns in the middle of a minigame (Spiders, Lights, Boulders) is annoying. Some in-zone dailies are ridiculous as the objective is in the middle of an add swarm. I usually run with a group, but sometimes you have to complete in-zone dailies solo or at least away from the group. Just dial their detection radius back a little.
2. Allow travel to the rooftop wayshrine in the zone near your group. Kind of piggybacking off of above, but the best way to get to your group upon joining, if the group is deep in the zone, is intentionally dying in the zone because you can't avoid the adds. Just cut out the middleman. Travel from wayshrine to wayshrine in the same zone would be nice, too.
3. Make the keys more useful. The sandstorm cutter is the only one that is convenient. The grapple and lantern are pointless. The grapple in zone doesn't let you avoid adds at all as it doesn't go from roof to roof to roof. The lantern makes you go to a flower to get the light to jump into the dark, sometimes making the route longer than another route. Add in more grapple spots and make the lantern automatic. I had to kill a bunch of bosses to get these things, make them worthwhile beyond "get these things to get to step 2 so you can get more stuff to go to step 3."
4. The dungeons are not dungeons. Its a boss fight. Was expecting a dungeon. I guess that's on me.
Anyways, love the Night Market. Can't wait to see what happens next.