Good, the Vistani can have those arm-crossing hood-wearing ne'er-do-wells.
In all seriousness, though, I like the change to the Terg ruins made recently, mostly in that you have a balanced party of vampires generally in place (fighters and rogues doing the heavy-hitting, with vampire sorceresses doing negative energy burst for healing), and there's not an 'I WIN' button that the monsters have that can wipe out a whole party of players (looking at YOU, Evard's). If you want a challenge, there are still plenty of places nearby that offer a challenge (Elketh's tower nearby, for one).
I have some thoughts on how to spice up a couple of dungeons:
Anthill next to VoB: This is a popular dungeon, because of its XP output. Not saying that the XP the dungeon's monsters give should be interfered with (that would just make people not frequent the dungeon at all), but what about the possibility of the halflings in the burrow nearby having laid traps at the mouth at the mouth of the anthill (talking around the transition outside, and just inside the first chamber) to keep the ants from overwhelming them the second they step outside? That way rogues receive some utility. Also, maybe give the queen some spell-like abilities to rain down upon people fighting their way into the chamber? Acid fog, for instance, just as a thought. (The soldier ants do acid damage with their bites).
Fiery canyon in Hazlan before Itu Skoven: Fire traps. I don't know if this is possible, but EfU had these neat little traps where you had to time your movements just right to run through or take damage; like steam vents that fired off from time to time and would scald you if you passed through them. That's the sort of stuff I'd like to see more of, and I believe there's an opportunity for something like that here. Something like a wall of fire spell popping up at certain times?