Just my suggesions and I don’t expect everyone to agree.
Every dungeon can become a teleport point after being cleared. It’s a long distance walk to anywhere in the map. Mounts will help but a vast open world deserves more teleport points.
Consider giving players a placeable teleport point in dungeons, so that we can teleport back to the locked gate after collecting the keys/stuff for unlocking. Otherwise it’s so tedious to walk back, given that most dungeons have a huge map.
Enable direct teleporting to a party member, as in D3.
Please put stash, merchants, blacksmiths, alchemists, jewlers, etc, all resource locations close to each other in towns, at least in the major towns. Hiding the stash and the wardrobe in a 2nd floor room makes sense in real life, but this is a game and players need to access them frequently.
(About 1, 2 and 3, it’s also possible that it’s just me not realizing a convenient function/method.)
Ultimately if your idea of a great game is to have all the vendors collocated and the ability to teleport to any coordinate so your grind is perfectly efficient you really aren’t interested in playing the game.
Why even have cities at all? Why bother with a world? Just have one vendor that does everything at the entrance to the only dungeon in the game so you can just grind grind grind.
There is much more to the game than gear but it seems lost on you.
Well, they are my suggestions, not yours then.
I definitely don’t want to be able to teleport everywhere (it’s just your reply making me suspect I missed some function in the game). I don’t think making the dungeon entrances teleportable after clearance will make the game less immersive. This works well in BotW and other games.
Having resources colocated worked well in Diablo 2 and 3.
If you think walking long distances and having resources scattered in towns are key features to make D4 immersive and attractive, that’s OK and enjoy as much as you can.