The world should take time to traverse, and we should see the ability to teleport around it as a mysterious use of magic by the divines that is beyond the players grasp; a gift, because the world is realistic but also magical. The story is much more realistic this time around than in the first game, these mechanics that are based on reality back that story up.
I'm sorry but all this wanting to make healing out of combat a breeze and wanting to move around the world faster is just taking out the things that make Divinity what it is, which is more than just combat, it's a role playing game.
I actually kind of like how you can't use the waypoints from any place, and the pyramids were pretty ridiculously strong, artifact level items that can make things hard to balance. Maybe we'll see the pyramids later in the game, but I get it if they never appear. I'm just asking for Larian to throw us a bone and slightly up the movespeed since they took away (rightfully, perhaps) the convenience of waypoint use anywhere and the pyramids. A 15-20% move speed increase isn't going suddenly make the world tiny, and if you're paying attention, the run speed shouldn't affect "exploration value." What, do you just run through everywhere at full speed and look at only the rate your characters are running?
And I fail to see how the tedious post-combat healing process in the previous game added roleplaying value. Basically you had to invest in a heal spell and spam it after combat, and it got old fast. I wouldn't mind if the bed roll system actually made the characters sleep in bed rolls and heal over a few seconds instead of instant-healing while running like now, which I actually find kind of jarring. But, what, are you going to make the characters sleep for ten days after every combat to heal their injuries to give roleplay value? There are plenty of ways to roleplay. No need to add tedium for immersion.