As I'm not enthralled by splitting off similar threads, few thoughts on V2:
1. I vastly prefer V2 to V1 as a dungeon. The narrative made far more sense to me, though it wasn't until I heard the intro the second time that I caught a bunch of it. The puzzles weren't particularly better or worse to me, though my groups really liked the second puzzle room - I thought V1's puzzles were solid. The combats were more interesting.
2. Mechanically, the die-rolling system was much more interesting. The app add-ons make ti more engaging, especially being able to stay in VTD mode continuously. I don't know the stats behind the scenes, but the combat mechanics we could see were better, though there maybe should be more variation in damage type relevance.
3. Visuals. I don't have a problem with animation, especially when it's entertaining. Reminds me of the big screen in last year's dungeon with the animation. The first room, though, as my friend who works on models likes to point out, has the wrong perspective. V1 and V2 both had rooms where things that were supposed to be threatening were made to look small. Having the golem crawl around is probably not worth a $10 price hike, so maybe some elevation of props in the rooms. Variation in outdoor scenes helped.
4. I'd rather not have to speculate about multiple paths. While we are making some changes to try to make it easier to jump a later run if we like the dungeon more than expected, maybe we just plan ahead of time in the future for multiple runs of same weekend.
Thanks to everyone who is making this happen. The monthly cadence is pretty good during a time when I don't even get together in person with friends still.
V2 is a clear improvement to V1 in my mind and even just keeping to this standard makes more runs tempting.