Given there was a solid game design answer that listed out how one should plan the frequency of D&D encounters and at what difficulty, simply "making it easier" would be the opposite of a solution to what I'm saying. I'm not saying, "This is too hard I don't want a challenge," (I've beaten all original Phantasy Star games if you want an example of hard RPGs except for the 4th, all of the Dark Souls games, Shinobi on the hardest difficulty, the original Ninja Gaiden, the original Battletoads, the NES TMNT, etc. etc.), I'm saying I want to at points in the game feel like, "Damn, I've gotten so much stronger." Imagine it's like strength training. When I'm training, I'll warm up with lower weights, and I'll say, wow, I've sure gotten stronger. I'll then train at a near maximum weight which is bigger than what I trained before. Then, around the house, I'll have to lift something that a year ago was heavy and now feels like nothing. If you don't get that around the house experience, it just becomes a monotonous grind.
The only way this would really be done, is if you are say lvl 8+ and go into a lvl 4 or so area of the game. Say if you backtrack to clean up your quest log. When rolling a 1d8 or 1d20 there really is no "God" mode (by that I mean like back in the day of SWTOR you could be max level and do lower level flashpoints and just beat the crap out of everything. I was fun, but even they changed that in a future update). I doubt you will see any real difference in power levels in EA since your limited to lvl 4 and the max characters are lvl 5. But at lvl 4, you can go in and wipe out all the druids in the cove (which are lvl 1 and 2) with pretty much no effort at all. Not really sure why you felt the need to give your gaming resume like someone is questioning your ability, but....thanks?