Given how ZOS is currently building its next adventure zone (Murkmire), I hope it has learned its lessons from Craglorn. I venture into Craglorn a few times a week to run four circuits where I gather alchemy and other crafting mats and I open chests for the easy gold and loot to sell. Craglorn is a much different place today than it was when it first opened almost three months ago. I hope ZOS has been paying attention and is keeping these things in mind while they construct the next adventure zone, Murkmire, which seems like it will arrive in Q1
When Craglorn first opened, people visited it primarily for three reasons: 1) Trials, 2) explore the new zone as a solo player and 3) grind up to the new VR12 level. Nowadays, Craglorn serves one purpose above all others: Trials. People do not go to Craglorn for the group quests and group delves. Very few people go there for level grinding now based on how infrequently I see grinding groups or LFG/LFM zone chat messages during my mat gathering sessions there. In essence, apart from Trials, the zone is a failure (and that's even before dissecting Trials).
Here is what I think ZOS needs to do with Murkmire to prevent it from becoming the same virtual ghost town that almost all of Craglorn is now.
1. Implement at least 2-3 very tough trials to give those players more content. If the ZOS test teams can complete a trial in less than 20 minutes real world time, then the difficulty needs to be doubled at a minimum. This content needs to be the most difficult PVE content in the entire game bar none.
2. Include at least 2 traditional Undaunted dungeons for groups of 4. These need to be promoted as actual dungeons like you have done with Crypt of Hearts and City if Ash. Smaller groups need new content, too.
3. Include at least two grind locations. People like to randomly gather and grind for XP/VP and loot, even if they do so much less nowadays than at the start of Craglorn's release.
4. Make all quests repeatable and make them soloable except for the ones associated with Trials and the Undaunted dungeons. Like it or not, it is the solo/duo players that keep a zone alive in all regards.
5. Make all delves soloable and include at least 6-10 of them. Each one should have a quest inside them along with at least 2-3 bosses like the Cyrodiil delves have. Each delve should be designed for 20-30 minutes of game play. Configuring one delve with numerous bosses and enough mobs to require an hour or more to clear (like Shada's Tear) would be ideal.
6. Make the zone beautiful and give it an interesting story. Craglorn's story is moderately interesting but it is a visually bland and unappealing zone.
7. Make it fun, something Craglorn has never been.
8. Include dark anchors and world bosses like those in the regular zones as they would make for some familiar but challenging content.
9. Give us something new and surprising we have not see so far, perhaps something like the group puzzle challenge in the Alik'r Desert's public dungeon.
10. Be very generous with the placement of chests, Skyshards and all six types of crafting mats (seven with spellcrafting?). More is always better.
There may be other things to consider but this list, especially the first five, are the most important to keeping the new Murkmire zone vibrant and worth playing.