I’ve done about 2000 adventure reviews. I’m not saying that to argue I’m an expert, but rather to suggest that maybe my opinions should be given slightly more thought than some other internet rando.
I don’t always go in to detail on all subjects, but let me address two points: designer familiarity and the-adventure-as-reading-material.
The designer is always more familiar with their material than any reader. If my notes say “chasm, bridge” I know that means a slight breeze wafting up, a frayed rope bridge, shadowy lights on the other side and ominous drums down below. None of that is written, but, the “chasm, bridge” is a memory trigger to help me remember what I was thinking when I thought up the encounter. But if this were a published adventure I’d need to add more; there is no memory trigger. The designer always has more information and context than a DM. The challenge for a designer is to get the idea out of their head and down on paper in a way that conveys all of that context, everything that was in their head, without writing a novel. (Because you can’t use a novel at the table.)
Second, I utterly reject the adventure as a reading enjoyment for the DM. Or, rather, I reject that as a major consideration for design/usability. If this is your main goal then you are not writing adventures you’re writing something else. The primary purpose of an adventure is to be used as a resource for the DM at the table running a game. It may be that it can ALSO be a nice read for the DM, but not to the extent that it sacrifices it primary purpose: a resource for the DM at the table.
And none of this is to say that the stated Goo Goals are wrong or contradict my views. An immersive experience, etc, does not in any way necessarily at odds with being usable at the table, evocative, and interactive. I would, and have, argue though that the manner in which was tried to achieve this was wrong. More is NOT more. It’s less. A lot less.