Didn't get to play much this past weekend. But I started levelling carpentry after I hit 34 leatherworking (which is just about maxxed, I think the betas are capping content/gear at around 34-35), I didn't really realize until now that crafting jobs also are able to 'sub' abilities across classes, so while levelling carpentry I had access to one of my LW abilities which actually quite improved my materials:XP ratio. It's a nice middle ground between FFXI's subcrafts and most games "no interaction whatsoever between crafts". I'm really looking forward to seeing how everything mixes together when all the classes are finally enabled.
I also really enjoy the HQ system, it's nice being able to reliably HQ items that you significantly outlevel if you put a little extra effort into it. Also getting definite percentages rather than 'feeling it out' is appreciated.
I don't know if anything will scale differently in the official release but on one hand I can't help but feel levelling is still too easy. Maybe it's because I can only play every weekend so it's inevitable that I have a bunch of leves (pre-defined quest allotments) saved up which are great for XP. Or maybe I've just been playing a lot lol. But it just feels to me like it could run into the same problem SWTOR and GW2 had in that they 'gave it away for free' and players ran out of activities. On the other hand, having one character that can play any job and gear up every job/craft (btw, their support for multiple equipment sets is excellent so far, just needs the ability to share equipped items between sets imo) does a good job of combating that inherently.