I wonder if it's possible to make bigger labyrinth rooms with wider corridors... that may be interesting and less annoying to play, but probably annoying to code.
Or you could pump up those Hildelt/Rappy/Lily numbers so people want to spam it in RER week but balance it by filling it with labyrinths or some other obstacle (like the minigames in Rappy's Holiday) so the server admins approve it. Wait, maybe don't do that.
I don't really know what's possible/feasible in making quests- could you spawn monsters on the Barba Ray platform (without spawning Barba Ray)? Could be neat to fight a few waves of enemies there first (and maybe you could spawn the boss afterwards).
Penumbral Surge #1 is a really good temple quest, though some spoiled Ephineans don't like quests that involve splitting up.
Unfortunately, as far as I can tell, it is not possible to update or edit the map wireframes themselves - only to add objects and enemies and such. I'm not certain if this is something devs like Ender could do with their skillset (omnispawn being something they have the ability to do, for example), but whether due to my lack of knowledge or simply limitations of the game it isn't something I can actually change.
That being said, I do want to utilize the maze rooms that are spread throughout the maps strategically to make them a bit more engaging than simply "run around the room trying to find an angle on some enemy". How I'll do this is yet to be determined as I am still in the beginning stages of mapping out the route of the quest first, but it is a consideration I am keeping in mind to ensure that even the most annoying rooms have some small level of engagement and aren't just a walk-a-thon.
In regards to point #2, I am trying to pump the number of rappies/lillies up a small amount over existing quests as I want a decent temple quest option year-round, since the current Lost Shock Rifle is the best existing one for RM/Vivienne hunting but requires rolling on RBR during RER week. However, I have done a lot of number crunching and find that the balance for the area will almost certainly come from including some spaceship section in the quest. This allows for IDs other than the standard Pink/White temple runs to get comparable value, thus making the quest competitive for many ids. This solves the biggest issue temple has, IMO, that the drops are so stacked on rare hildes, rappies, and lillies which makes running temple quests outside of Rare Enemy Rate weeks feel worse. The balance seems to be had from non-rare hunts that open up new opportunities.
Re: Penumbral Surge #1, I do like the quest but I am personally not a fan of the enemy counts differing simply based on whether or not you can fill a party. I typically don't prefer splitting groups in quests, unless it is something like the final room of VL1 as an example, where you are still in reach of supporting the other half of your team if needed. That being said, if I do a split, it'll be something along those lines in which your team is separate, but still able to support whether through shifta/deband/jellen/zalure range or by jumping back and forth between groups. This is something I'll have to explore later on when I have a feeling of what sort of flow I want in the quest though.