Hey Twilight_Knight. Not asking for help, just leaving some thoughts here for now. First off, I wanna say that this is one of my favorite quests so far. I'm a huge fan of the overworld. It's large, expansive, beautiful, offers a great deal of freedom with exploration, and actually feels like a fleshed out world. It's definitely among the best ZC overworlds.
But instead of raving about everything I love about the quest, I wanna talk about the things I've disliked so far, in hopes that maybe some of them could be addressed in updates. I'm aware that some are probably not worth the effort it would take, but some seem like easy fixes. First, I wanna talk about this room:

This room is bad and you should feel bad. Like, it stands apart from everything else in the quest by how awful it is. I really don't think it's fair to force the player to fight a patra that large in such a small space. If it moves into the lower right, there's just nothing you can do.
With that major gripe out of the way, a few other things. One... well, the first dungeon as a whole. It wasn't that great. It actually made me really worried about the other dungeons, but I loved two and three, and I'd go a far as to say they're the most fun I've had with anything CastChaos created. Heck, even the custom bosses, which usually are one of the more problematic aspects of CC's work, have been really good. But the first dungeon... wasn't. The screens are so cluttered it's hard to tell what's going on, and I doubt I ever would have found the arrows pointing to the bombable spots without some assistance. Heck, even knowing there were arrows there, I had to discuss with a friend if that was actually an arrow and the right spot to bomb. The final key right before the boss was also a bit of a dick move. I know you can't very well replace a whole dungeon, but it'd be nice to make some changes like removing the final lock or making the bomb spots a bit more obvious.
My next complaint is about the Molten Spire. Or rather, the door. I love the sunglasses you can wear, so when I heard there was a hat, I was ecstatic. I fought through the overworld, going around every roadblock in my way, til I found I'd need a hookshot, then a raft. But undaunted, I went through two more dungeons, got my raft... and the door was closed. I guess I feel kind of cheated. This place had been dangled in front of me like a carrot on a string for half the quest, and when I finally got there, I found I couldn't enter it. It was a bit disappointing, to say the least, and unless there's a REALLY good reason for keeping it locked, I'd advise against locking the player out like that.
The last thing I wanted to point out is a bug:

You can get stuck here by entering the screen from the right just below the brown pine tree.
So overall, three dungeons in, I really love the quest, and I'll list off all the things I love about it when I give it a proper review. But there's a few little things that are holding it back from being perfect that I think you oughta address. But it is your quest, so I can understand if you don't want to.
But for the love of God man, that patra, why?