My only problem with Grymforge is how the characters just waltz into lava when auto-pathing sometimes, or how when you make a jump and your party members follow you, someone always, inevitably, falls in the damn lava, and there's no way to get them out because when you help them they just fall again, and there's no corpse to resurrect when they die, so it's back to Withers. That also happens when you go into the upper levels of the Grymforge. You make a jump, the next party member makes the jump, and the last two plummet to their deaths because they tried to follow but didn't make the jump for some reason or glitched out. I used more resurrections from characters out of my control plummeting to their deaths or melting in lava because of a jump or a path than anywhere else in the game... by a lot. Very annoying when they'll easily die from that but refuse to go over a burning patch or poison cloud. I have a similar problem with pathing and the flame traps as well.
Other than this, I actually liked the Grymforge a lot. The Golem was a satisfying challenge in turning the lava on and keeping distance at certain times to either wear it down with a hammer and Thunder magic, or to try to lure it to the hammer when superheated (which I eventually did, but it would be nice if there were clearer ways to accomplish said luring, like duplicity or illusion). I like fights that make you use your head on strategies beyond just "How do I incapacitate or damage you each turn." Luring, positioning, environmental changing, and using features of the environment themselves are fun ways to introduce a bit of thought to combat. And big boss fights can make that a thoughtful process. I can't say the same of the Nere fight, which plays just like the three Goblin boss fights. But I did like bringing his head to Spaw, who is my boy.