Here's a bit of night market feedback that has only become apparent to me after playing for a while. First I think it's a great piece of content, though if joining a group already inside a zone the need to run through as far as you can, die and float down from the wayshrine is a bit annoying. Anyway - sidetrack.
The thing I wanted to discuss is key hoarding. Now we're into a phase where guilds are organising trial runs and working on the no-death, an unexpected source of aggravation has become apparent because of the need to farm keys. It's not like everyone can quickly run round and farm all the keys at the start of a typical 2 hour guild trial session, it would take all the time up. However guilds do often help members farm keys. The aggravation is then when players who Guild A has helped to farm keys for a Guild A trial night then end up using them with Guild B and letting down the people who helped them farm. Yes I know, player etiquette issue and all that, but it's one that didn't need to exist. I think the idea of the keys was to keep the actual overland busy, and I get it, but IMO it's gone too far and become too arduous to farm for a single trial run.
My suggestion would be:
1) Eliminate the need to farm dungeon boss keys for a trial group. Dungeons are different content and even if a group can group up early to farm keys a trial group doesn't map well onto running the dungeons as well. There are plenty of people who want to run these, they shouldn't be gated serially. It's fine to have to do the dungeons once to unlock the trial, but after that I think the requirement to re-farm dungeons should be dropped.
2) Reduce the number of overland boss farming required for subsequent runs. Farming all 12 brazen bosses and 4 argents every time is the wrong balance. I think for a subsequent dungeon run it should suffice to re-farm a small number of brazen bosses in the zone (which is manageable by a 4-man dungeon group), and for a subsequent trial run perhaps an argent key or maybe one argent key from each zone,
That would bring key farming back to something a well-organized group could reasonably farm at the start of their session. It would eliminate a lot of the frustration of "I can't join the guild run tonight because there isn't time to farm keys" but would still circulate groups through night market overland so that unorganized groups or individuals have people in the zones with them.
I know you can't implement this for the current round of the night market but I hope it's something that might be considered for re-runs.