Well I had been in a holding pattern on this one because I didn't quite or rather couldn't quite put my finger on how to define this module.
First of all let me say I had already noticed the minute you released this, you actually customize a lot of your design. So I was impressed, the only other module designer i've seen do it was Lastrati with Tomb of the Fallen Apprentice.
So well done on that.
For the most part, its not really a combat module. so standard combat balance doesn't apply. But it still needs a way to pull it into a format that people can define when they want to go play it that won't wreck their parties.
As I was playing through it, I thought, wow this would be a really good 3rd-4th level module... if not for just a couple of monsters in there that would totally wreck a 3rd level party. But then I realized because of the way you faced those monsters away from the party, you didn't actually intend people to fight those.
You had intended people to be able to sneak by them without actually fighting them.
So I finally came up with a way to define it.
This module is for a party of 2nd-4th level party of Thieves, Shadow Casters, Spellblades, and Rangers. This is obviously intended to be more of a stealth module not a combat module, and it works out very well because of that.
These types of modules did exist in AD&D and 2nd Edition but were very rare and I think this is what you were going for.
So I think you should define your module in that way, instead of just a generic 1st-8th level "any group" module, because that really just doesn't fit at all. 1st level party of an "any group" will get wrecked in some of those encounters, and so would a 2nd or 3rd level one. A 5th-8th level party would be bored.
This will help people understand it and help target your audience better.
For the most part this is a story based module, and more of a mystery of sneaking around and learning things. while there is no actual resolve on it, the story behind it is fascinating to learn.
I only had minor piddly things, the encounter indexing like Acadiantri brought up and.
1. Module entry chest: This is kinda critical... you forgot to leave spell focuses and holy symbol slot items in there. This is important because the types of characters your module is targeted to, are things like... Rangers, Shadowcaster Thieves, Leather Armor wearing Spellswords, and various hybrids who will enter your module bare as a 1st level character with no other gear than starting gear... no matter what level they are. You want those hybrids to be able to use their magic, Without those they can't.
2. Some of your Lore Plates get a bit long... while this is ok, what I might recommend doing in some cases is like you did in your Journal Entry area. Split them up into multiple trigger segments for people to read.
3. There is one trigger where you are telling the party to go back to the campsite to rest quickly as they don't know what will be ahead. But there is a portion of it where you say... "to reflect on what we've learned". That kinda threw me for a loop since we hadn't learned anything at that point yet. So you might want to take that little portion out of there.
4. Your Ending Portion: This gets tricky because of that Badlands Ranger in there that is around 7th-8th level that you faced towards the wall. I believe you intended the party to sneak past him and out the exit... one problem... right now due to the Beta Toolset... you can't see the Exit point, ie... it doesn't light up.
So you are going to have to come up with another way to let people know there's an exit point there because they can't see it. It was obvious you intended them to sneak out the back door... but they won't be able to find it under current conditions and will be lost and unable to complete your module.
But yes, overall it is a solidly designed story based module.