The only meaningful criticism I can level at the game is that it’s challenging at the beginning but gets easy too quickly - a reason that adds to my recommendation to avoid rebalancing from the get-go, actually. I think every rebalance makes the game more challenging for the sake of the experienced player.
It is that way, if nothing else, because there are so many ways to become powerful, and the game isn’t designed in the same way, as say, a strategy game, where a designer would seek to maintain checks and balances.
It’s more meant to be played in a “do what you like best” or “what do you feel like doing today”, minmaxing or enough optimization will just break it after a certain stage.
In the late game I used mods to add extra fast travel locations, actually.
Mark/Recall sounds like a good idea on paper, but I’m not sure how it would work in practice - the quests are designed in such a way, and pile up fast enough, that you’re rarely going A to B, back to A. Fast travel actually makes sense, and the game feels designed by someone who thought it would be an integral part of gameplay.
It’s only natural, for anyone who has reached the critical point, such as testers, or for designers, and whoever has had their fill. Exploring the world is pretty much one of the high points of the game, though, and as a new-ish player I fought against any push to jump around.
It is big/packed with stuff enough already, and being thrown to the other, unknown corner of the world, felt disorienting too.