The overall changes to Islands have been an improvement (overall) to the previous system. The biggest change that affects my playstyle is other Blizzard employees confirming how the drop/reward chance functions on islands in 8.1.
Adding a larger variety of creatures on a given island is visually entertaining and appealing. With the new drop system, seeing a black/twilight dragon makes me think, “Even though I only killed a few of those dragons, I have a chance to receive dragon related rewards from the end screen.” The addition of being able to use your Heart of Azeroth or fight azerite themed monsters is also a plus.
There are 2 main negatives I still have with islands. One, with the currency system, and 2, with the monster damage.
Having a currency reward from islands, and a vendor to purchase them from is a positive step forward. However, the drop rate of said currency, and the amount of currency you get when you get it, is not correctly tuned. There are three separate containers that contain dubloons. According to wowhead (https://www.wowhead.com/seafarer-dubloons-island-expedition-consumables),
the 3 different satchels drop 1-3, 4-8, and more, respectively. That wowhead post was made 22 days ago, so the amount of coins might be inaccurate, as I have received far more and far less from the first 2 types of containers. As a player it does not feel rewarding when I receive a container that has significantly less of the currency I expected. Furthermore, it feels even worse when you receive absolutely no reward apart from azerite when you complete an island. People complete islands 1) for azerite, 2) for the table mission after getting 36K azerite, 3) cosmetic or companion/mount related rewards by random chance, and 4) currency for the rewards that are static and fixed in the vendor. If you have a set of items that cost doubloons, a player should always obtain doubloons when completing an island. I need some kind of reasonable way to determine how many islands I need to reach the reward I want to purchase. For example, “Ok if I get X more doubloons in 25 more islands, I will have enough for XYZ”. Players cannot definitely say that, because they do not always receive a doubloon.
The second negative opinion I have about islands is about creature damage, but #notallcreatures. The amount of physical damage the creatures do is fine with me. This applies to melee attacks, and frontal/conal/aoe physical moves. I say that as a 380+ melee dps, a 379 DK tank, and a 375* hunter. What I strongly think is overtuned is the amount of magic damage, and targeted specific ability damage. My worst enemies are the wind serpents, and the earth elementals. The serpents have a tail knock back (fine), but also a single target, unavoidable move that hits so hard it can kill almost any player. My DK tank has been killed from 60 and 50% HP from one cast of an elite serpent. If the damage is going to be that insane, make it avoidable. If I stand in a giant or ettin stomp circle and die, I deserve it. If I get looked at by a flying snake, I should have some course of action if I have no stuns/CC. A similar statement goes for magic or non physical damage dealers on islands. You can always run away from physical damage, but the spellcasters on the island have multiple spellschools, and incredibly hard hitting magical effects.