The map is of too much certain. Camp or travel is available in every corner. I could dash to the end of map or collect everything I want in half an hour after hundreds of hours. the map should be more randomized.
1. Hostiles are mostly visible. Experienced would choose the best position to assault. Since everything is visibly settled, there is always one best solution. Except few stationaries strongly connected to main tasks, there should be isolated events, both positive and negative, occur between certain positions with undetectable hostiles behind players. Those negative events are not meant to eliminate the squad, but to deplete.
2. Strictly restricted fast travel. Obviously, I have to choose one road to push forward. Fast travel means that I could collect treasure of different road and jump back without punishment. So I get the easy money on every road, then dodge every unnecessary trouble on the way I chose. It tends to resort to trick that gained after going through a full game play. First game is difficult and second play is too easy.
3. Decline camp place. Players could get fully recovered before every tough battle in current. It makes a lot of differences between full and low condition. I believe the best mode is few certain camp places with several potential camps. Thus players could make decisions of wandering around or push towards next certain camp. Supplies are not everywhere anymore. If suffered shortage, player would have to give up explore nearby. Introduce rogue like element. Camp place replaces portals, every pre-portal is an entrance of dungeon. It could randomly be camp, trap, ordinary or special trades, tunnel and shortcuts, treasure, battle, etc. Rat in tunnel is offered as the third way after on the ground or under ground. Every game is different then.