As I didn't see another thread for post event thoughts.
HD seemed to work fine. Thought body was pretty easy to see. Hallway looked good until it became repetitive, but, at that point, I just looked at my character data or whatever. Speaking of aesthetics, on one run, there was an overhead shot of R-1 that maybe looked very artificial and didn't seem to be intended, but I liked the bright look more as it had better contrast. Then, if you time it right, you can go from that shot to a dark shot when the combat begins to emphasize something is happening that is more dramatic. In general, I prefer bright in rooms to dark as bright pops so much better.
The decision tree on rooms I thought worked well. Sure, you could short yourself a rare, but having the decisions at the end made adjusting to how the party was faring easier. I liked the R-7 rooms better than the R-6 rooms.
The more I thought about combat across the entire dungeon, the more I liked the variety of what was incentivized. The one thing I feel is arbitrary, though, is when weapon type matters. While it may be interesting to swap between commons to get a more suited weapon type, high end play doesn't lend itself to changing what weapon you use, thus arbitrary.
It didn't seem like puzzles got any harder on Epic Weird than Nightmare. I think R-7 could have easily been made harder in two ways. I'm not sure if R-4 was different on EW from NM in terms of optional effects as our group spent too much time trying to help the one person who hadn't done the room to go through all of the optionals, but I could imagine if there weren't differences that there easily could have been, like roll a d20 or making a save to see if you get a good or bad effect instead of knowing what sort of effect you would get; actually, if going to be Weird, could compare a d20 roll against Intelligence to see what happens.
Volunteerwise, everything went well. Our group was too distracted to understand the bonus volunteer's presence.