
I shall apologize ahead that this thread is not going to be memefilled, or have bunch of jokes but rather very appropriate reactions, and demand for actions mainly. With that, I'll just state them.
Founder's Cave got a very good facelift, and made longer. Allowing more monsters to spawn, and better loot to be had. No mob changes were found, and everything is consistent.
The Cultists' hideout is very welcome, but the issue is that they're primarily inaccessible for nearly 60% to 70% of the players in Skal, or flat out incapable due to class picking, and skill choices. The common trend is that only one that can take the writ, and get into the dungeon, are those who have pixie familiar, or is a class with lockpicking capabilities. Spell like Knock will not open the door, and there's complete absence of a lever to open the door from the inside, requiring you to unlock it to get in, and unlock to get out.
Finally, the worst sinner of the scene is a new boss introduced to the Skaljard Granary, the Werecat. The Werecat have very solid AB that most newbies would not be able to block against, and chances of winning against werecat for first time is about 30% to 40% depending on builds. Most wizard classes with Greater Conjuration feat could easily steamroll the werecat, but new players that went for mundane classes would be stomped in by the Werecat without any mercy. The werecat should receive a bit more tuning to be more balanced, and not overly whacking the new players. I get it, Skaljard is considered 'Hardmode' version of Arelith isle for beginners.
There's also the fifth dungeon that was introduced into Skal isle. The Dunmarle Crypt. A piece of content nobody ever bothers doing unless they just want to explore. But it's so out of the way, that nobody ever seriously goes there. The entirety of Dunmarle castle have an issue worth issuing more than this. But the Crypt is very unattended, and unfrequented in most circumstances in this regard.

Dunmarle Castle is the technically "Endzone" of Skal isle. It is located very conveniently close to Minotaur cave, hill giants, and ogre cave. Coming with it's own writ master, peddler in form of bounty turnins, jewelry box emptying, banking, and so goes on.
The actual problem with Dunmarle Castle, is that Almost no one go there. Not anymore after the introduction of the policy where players equal to or over level 16 will be discouraged to stay in Skal, and is instead told to leave the isle, else risk Mark of Destiny.
So What happened? Every shops, every quarters, is up for sale in Dunmarle Castle. Nobody is buying them, nobody is refreshing them. In fact, it's even more depressing when one of shop stall states: To stand empty forever.

Greatly applying the perspective of how much of an impact this policy actually had on Dunmarle Castle as a whole.
Now to make the matter worse, Dunmarle Castle is almost hard to reach solo, or by most cases, basically out of the way. Most players would rather pay the 50 gold to get free teleport back to Skaljard village, than to just go to the castle itself. Sure, the castle offers a free module altar, an easy selling of minotaur axes, and ettin clubs, and immediate bounty turn-ins. But the issue isn't just that. Most players usually disband after first run, and go back to Skaljard village because they've better things to do.
In regard to Dunmarle Castle, there are also present other issues to be noted of. When Dunmarle Castle first released,
The following things included in this screencap are untrue, to my belief;

In Skaljard Village, there is horticulture garden behind the Skaljard Jail. Way before Dunmarle Castle at least to memory.
Also there is only ONE man-at-arms in entirety of Dunmarle Castle. I could not find the second Man-At-Arms. I flipped the entire castle upside-down, and could not locate him at all. To this day, I seek the mysterious missing Man-At-Arms.
Don't even get me started on Rustfire Inn, which does not negates your starvation, thirst, and tiredness lowering, not granting you an additional 10 xp for being in it.

Anyways. The Man-At-Arm! Is he good?

Well, no. The zone between the Crossing, and Dunmarle Castle, the Eastern slope, is home to giants. Lot of the giants would easily bypass the 19 AC, and crush the poor Man-At-Arms in a rapid combat. On top of that, most players would not try to hike the Eastern slopes unless they're with a party, at least level 12+, or have few invisibilities spells. In fact, the Man-At-Arms will almost immediately expire as soon as he step into Eastern slope just because of how strong the Giants really are. Resorting the player- or rather- opting the player not to bother with the Man-At-Arms unless they're able to extract him safety from the Eastern Slope Danger-zone.
My final score of Dunmarle Castle after months of it's release? I would say... 4/10 at best. It is nice spot to go to if you've a consistent party willing to keep grinding Minotaurs. But aside from that, nobody really come here out of specific reasons.
This also attracts unsavory characteristics who goes around on barbaric griefing spree. Often fighting NPCs, randomly killing player characters with no interactions beforehand, and just straight up destruction of fixtures. While it does allowed lowbies to compete with other lowbies instead of being intervened by an Epic Guardsman. It however ended up creating a constant repeating environment where griefers are rampant. Essentially creating Skal Isle to be the First Defense of all new players.
I firmly believe that Skaljard Village should be reworked \completely\. Almost all the way thorough to introduce learning course, and getting handling of how Arelith work. Almost every day, new players arrive in Skal, having no idea of how Arelith or it's mechanics work if they did not refer to the wiki on obsessives basis.
In addition, with the policy being introduced, Dunmarle Castle is truly an untouched piece of content that'll never thoroughly be utilized by the community as no new players would waste their time going to a Castle with no, or little to no player presence whatsoever.
Anyways, what do you guy think? What do you think should be done to improve Skal? What is needed?