First of all ‘easier’ is the nemesis of this game’s market positioning.
The core target audience is underwhelmed with the currently campaign difficulty from Act 3-7. Act 1-2 is fine, Act 8-10 is fine.
That means around 50% of the campaign are designed unfitting. This is the core issue and why the later acts feel grating. No gradual progression towards the demands they make to the player.
The aspects of ‘cutting out’ was never mentioned. It’s about design-work to have them exist but not ‘force’ themselves into the gameplay.
This is not a more or less question, this is a design aspect.
For example, when you play Path of Exile and you kill Kitava for the first time a short cutscene plays. This cutscene can be entirely skipped with a click. Hence in the first playthrough you’ll watch it and experience it likely, in successive ones? You make a single click and you pass it.
Another part is the design of side-quests in LE. If we take the first ones in Act 2 you have to go through entirely separate zones to finish them. They’re ‘out of the way’. This is a net-negative. We have Act 8 again with the collection of the eggs, which is a bother as it puts them at fixed positions which necessity no movement through them commonly, hence involuntary backtracking and busywork. A fetch-quest without extra purpose, that is a general bad design anyway.
Last Epoch’s quest design is based upon old-school single-player RPG style questing, which is not fitting for the genre simply.
Comparatively we can look over to Path of Exile again and see that the first half of the campaign fares a similar issue. Those are the older parts of the campaign. Returning for items to proceed. Interruptions in the gameplay flow hence. The second half doesn’t have that, instead you go through and get everything on the way.
This is how proper design for such a type of game works. You place side-quests in the same areas and with short distances away compared to the main quests. It’s to fill otherwise ‘empty’ areas which are designed for expanding the gameplay duration and making connections between different styles areas believable as they create a bridge between those in world-building.
It’s a major issue which the design of LE has, loads of ‘empty’ places related to density and functionality sadly.
Hence:
No, it is not.
Albeit it can feel nearly identical if so chosen, but the point is it has to be chosen to do that. Player agency for the experience the player gets.
That’s actually a fallacy.
The content is made so time investment increases.
Hence the developers want to upkeep that time investment as it’s mandatory for retention of their product. No content… no engagement.
Hence to avoid this they would need to draw out the now empty-feeling alternative option, which is not helping at all for what is asked.
If the ask simply is: ‘Make progression quicker’ then this is a nonsensical argument anyway. We can discuss the content of the progression route itself… but we can never discuss reduction of distance to the ultimate end-goal. That one is supposed to be as far away as possible and to be filled with varied experiences from start to end in some form as the optimal outcome.