Perhaps the Uz need to have their language difference played up more, too. There's some "Hulk speak", but they're not really stupid. The Aldryami have some lore (not of the vintage when I played) that they do have their own language, but use it just to mess with humans and actually rely more on a kind of group think for decision making, so I'm not going to push on it more for them.
A minimap is often a great QoL to have, especially with an overworld this big. I thought about finding a plugin for it as soon as I saw how big the "Tarsh" map was. Would want "fog of war" though...
There's already so many recruitable characters, but adding another Thief might help... While you can switch "Dave" to Thief in Dylos, I could make it easier to do that too. One thing I've worked on but need to make sure is implemented globally is having one or both Thief characters, and the relevant items, give a bonus to trap detects. And as it is, lockpicks are an automatic success if the party has the required picks; I've watched enough murder mysteries and real-life locksmiths to know it ain't easy for amateurs, although in RQ terms how tough can a lock be? (Current RQ doesn't even have a Pick Locks skill, just Devise under Manipulation, and no Detect Traps just Search under Perception. It's a system for doing hero quests once in a while, not dungeon runs every day.)
I saw there was a kidnap cutscene map, like some others it has problems with the Movement Routes but nothing insurmountable. The one in the opening with the caravan looks much better now... And I just added a quick cutscene with the whale using the graphics I got from Guardinthena, may even add the "inside the mouth" images too.
Having a goal to even FIND the SH dungeon is fine. It's not supposed to be easy, or the Lunars would have done it already, right?
The Ivory Plinth is indeed a possible location for another dungeon. The image that I found for it (Wyrm's Footnotes) actually made me think of what you did for the Cacodemon temple already! It's not just an obelisk...