I definitely don't want wide scale timed quests to be implemented, certainly not at this stage. For timed quests to be fun there needs to be a lot of thought put into them else they just become an unfun stressor. To give an example, Pathfinder: Kingmaker, which I overall found to be a very enjoyable game, used timers frequently and they felt like unpleasant pressures. Typically beating the timer didn't feel like an extra triumph, instead it just felt like you managed to avoid dealing with something unpleasant and that you'd likely be not too interested in repeating. The one big exception I encountered was one particular quest that involved you having to track down a ruin before an antagonist. Not only is it fun because you get to call up various resources to help you narrow down the search and it really makes you feel the the leader of a place, using every means at your disposal in a race against your oponent, but even if the antagonist makes it to the ruin, you don't fail the quest. Instead you just get a different outcome and a harder combat. So failing to beat the timer doesn't feel bad, since it doesn't mean you instantly lose, it just means the situation has changed. That's an example of when timers are used really well.