Definitely do not mind the quest locks, however, points of concern.
With the orb in act three, what happens when someone mules a flail to glitch nm and hell with? Rushing in that sense would be no problem.
The opener is still a drag in a2, but could it not be edited to make say the summoner a flag for the tal rasha tomb? Even if you do have an opener, someone still has make the trip to summoner and ardy.
Act one, I honestly dont see any issue with countess map... It takes what? 5-7 mins to navigate to her?
Act4... this one is different, the hellforge takes quite the time to navigate too.... may be easier to make this the quest if we could make the hellforge in the same location, i.e the beginning of the rof, or the very end.
This would mean we still had to do it, and kill dragon, but wouldn't be near as tedious for hell to do it multiple times.
Act 5.. My concern with this, is I find it easy for a char to go to ancients way, pop citidale tp, and then bring the char to ancients wp, by passing the rest of the act. Could we per say make this tp have requirements of oh say Nihilathak? In my eyes, if your popping that tp, your going for sammy, and should probably have nil done anyways. THis will prevent quick rushes in my opinion anyways.
But I could be wrong, and all of this senseless babble, who knows!!
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