1. Add a Vistani Merchant in the Tser Pools, or in the Outlying Village of Barovia Farmlands.
While it might be redundant to have one so close to the "Mist Camp", people are drawn to merchants and outdoor areas, and these create natural hubs. As large and as interesting as a place may be, people are always drawn to areas that take fewer transitions. I've seen it time and time again on multiple servers where there is a very well built Inn, and people choose to sit on the benches outside of it in the rain rather than go inside and see something that took time to build and has a much better atmosphere.
The Merchant doesn't have to be a Vistani Merchant, he could just be a shady guy with prices comparable to the traveling Vistani that hits Krofburg from time to time, and he could sell Barkskin Potions as well, killing 2 birds with one stone.
2. Tweaking the loot tables of the dungeons around the Village of Barovia.
Currently, the Ant Caves have extremely poor loot tables compared to other dungeons near the Vallaki Area. Worse even than the Thoul Caves, or the random Orc and Goblin camps. More lootable things and higher quality loot in them makes the area a lot more worthwhile, not that it isn't already amazing to just go there. The ants are perhaps one of the best sources of experience points in the entire module for mid level people, and its very easy to put yourself on Blind Drive in 1 or 2 go arounds. I'm not sure if its because the ants are worth a lot of xp, or if there are just a lot of them, but that place is great. Treasure would make it better, and it seems like the area could be expanded on story-wise. Let us find out why there are huge ants. Are they indiginous? Magic? Mutation? Will the halfling family ever be greatful that we killed a lot of them? The potential to that one spot has a great story that's just waiting to be told.
The Fortress Fane and the Moor Men areas both seem fine in terms of difficulty, experience reward, and treasure tables, however both of these places could use a few more lootable placeables to bring them on par with other dungeons. Maybe add some more in the middle and beginning?
The Skeleton Caves and the Sequel Dungeon beneath the church are both great for xp, and the loot that drops off of the skeletons isn't terrible, as long as you don't mind weighing yourself down with tons and tons of small items that sell for an average amount. If you get into the chests there though, it's really rare to see anything worthwhile. Increasing the frequency of useable things like Brooches of Shielding, Scabbards of Blessing, Rods of the Ghost, Enchanted Whetstones, and multiple use spell items like the Firepipes, Wands of Sleep, and Rods of Frost would be fantastic in terms of adding more reward for your adventure and giving incentive to explore. It's really rare in either of these dungeons to find anything more valuable than a Cold Forged or Copper Weapon.
I can't really comment on the Well area with the Nessian Warhounds, but it seems like the experience reward is not on par with surrounding areas, while the difficulty is right where it should be. I don't recall ever finding any loot here worth mentioning either, but we haven't really completed the dungeon, since this is the first module where Search is an invaluable skill and our party has only recently acquired a rogue we can count on.