No huge maps, it even upset me in the end, it looks lovely, but practically its awful.
The maps themselves were fine, from what I saw. The problem was that they were 90% dead space.
Like the BichonCity. There was literally no reason for 95% of it, just a chore to run through. The whole left side of the city had only 3 or 4 npc's and a trainer?
It would have been much nicer if you had divided it into 'areas' and given them a purpose. (Honestly trying to remember where npc's were was more irritating than fun)
e.g For the city that I used, I divided it into 6 or 7 zones with tele stones to move between them. (In red)
Each area has its own theme, be it trade, crafting, storage, lore, etc.
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(I didn't really play TPR all that long)
Regarding your quests. I am a huge fan of quests, and I love lots of them. Except when I get 5 different quests for the same thing, from 5 different places at 5 different times
I don't know what it is about Mir servers, but the quests are almost always completely out of sync. I end up still killing oma's 10 levels above the zone, every time.
I've always been a fan of the quest hub system. You pick up a few quests for a general area, maybe a bit of lore, or at least a reason you're slaughtering the poor things, and go do them. Then move on to the next set of quests.
I used breadcrumb quests (the main storyline) from the city to take you to the quest hubs (in green)
Those hubs then provide quests for the general area they are located. So you can do them there and continue on with the next story quest.