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.
Understand that when something is tedious, it is immersion being done poorly. Never feel like immersion should be at the cost of being tedious, good immersion will always be unnoticeable, and if you do notice it, it should feel fair.
But movement speed is fine, you can already use things like the scoundrel teleport (and tactical retreat which I won't acknowledge since it should be removed) to traverse the world faster using creativity.
Healing spells out of combat should have no cooldown, but when you are adventuring healing should cost resources. Those resources should be health potions, a single use bedroll, or using a companion slot for a healer. Sure, with a healer healing out of combat will be a breeze, but that's because you paid the price of a companion slot for the healer. You made a decision and lost something for that (a companion with more damage, or more cc), and gained something in exchange (healing). This is fair immersion, and it's how things should be when they aren't tedious.
And with faster movement speed you have to understand how this will shrink the world whether you think it will or not. When you are considering going back somewhere but mulling over in your mind if it's really worth it because of how long it will take, that's what makes the world feel big. The game is punishing you by taking your time, and it is fair, because a large world should take time to traverse.