Playing Expanded MOD, after fixing the CTDs, I was anxious about triggering war with either T'Rang, Umpani or both... although, while being blocked by them, I could easily change my mind and start the war myself out of pure frustration. (Same goes for Trynnies)
But now I was able to complete the semi-advanced quests for both (chaos moliri for T'Rang, alliance letter for Umpani) and both are happy. This time I made sure to travel to He'Li right after I met both sides and paid her shutup money.
So finally I feel at ease and can focus on a simplistic recap of what impressions Expanded MOD is giving;
1) loads of new content visual-wise, and I was so impressed right after starting to play, that I just went and downloaded 2GB of high-res textures (extracted it is 4.4 GB)
2) after applying the latest community patch 1.28, the game is unbelievably stable! Not a single crash.
3) Expanded mod is well balanced, new, stronger items are evenly distributed among the path, and to not make it to easy, new monsters are added to all locations. New monsters are stronger than vanilla ones, but not strong in an extend that it would frustrate you. None of the monsters (so far) is made a super tank, that forces you to reload 3-4 times (compared to Dodd's MOD). Some are glass cannons. If you let them live long enough, their damage is deadly (even in early Monastery, there were huge axe wielding undead, who could hit you 4 times, and sometimes have 4x2 attacks per round - when you ignored them approaching you), but their AC / resistances were not tremendous, so even with then available spells (shill sound, make wound) and battle capabilities, you could take them down, before they reached your weaker party members. Same for later encounters: some monsters have very potent attack capabilities, but as soon you learn about them, just target them with priority, and your party will survive just fine.
4) non-visual content is also interesting, New locations are added as 'jewelry' to existing world/dungeons. As in Monastery, where new pathways/doors are spread from the very starting location till the exit, so there are entirely new world locations, one is already in Arnika Road (from Monastery) - desert, with impressive pyramid and not less impressive guardians, later a volcano, with a boss of level 40.
5) back to visuals - some of the new visuals are not exactly better than the original, but most are outright impressive. New characters, that look like from another game (probably are) and are very vivid and detailed. The only glitch was purely visual, when aiming at Mantis, their 'polygons' go haywire and either disappear during the duration of aiming (I was selecting them with Psionic Blast), and when they were outside (mines), their upper half got spread like 20-30 meters outwards (like if they exploded) but as soon I finished selecting them, all was fine. Inside (T'Rang Sewers), same spell caused their upper body to just disappear. Again, after selection was complete, they become whole. But new types of monsters and NPCs is as numerous, so beautiful : elephants, tigers, reptiles, flyers, hybrids or new types (maybe inspired from other games maybe made up from scratch) are all detailed, beautiful and on higher level compared to W8 vanilla standards.
For me is most impressive the already mentioned balance - when battles are not easy, nor hard (well, if you meet -10 levels weaker monster group, it is easy, but that is not usual, nor often) but you still have a lots of fun. Dodd's Mod threw super strong enemies, you had to struggle with, but if you won, you got 1M EXP. In Expanded, you are still facing mild enemies, that are giving 20~60 K EXP (similar to vanilla XP distribution curve), but you can meet more of them, more frequently, have fun with evenly challenging battles, and soon you realize, that you are level 20 and still are in beginning of the whole game (Umpani/T'Rang quests, not even going near rapax castle or sea caves)
Some hard-placed teleporters are added through the world, making traveling a bit easier, adding minigame by making you collect teleporter stones
New quests are handled with higher niveau: you not only get quest log entry, but also get an item (scroll or book) where the text tells you where is the quest giver to be found, and also what she/he desires, sometimes with hints where to find it.
This is exactly what I need, as I am usually laze to make my own notes.
Overall, I am still fully impressed with the Extended MOD and I can wholeheartedly advise.
As for the "I want to stay 21 levels in Monastery" guy : I still think that staying in starting location for 21 levels is vastly counterproductive, but at least you got there two extra merchants in Monastery now. One extra she-Trynnie and then there is a fishmen tribe, with a fish-merchant. Not sure if that is exactly what will make the long stay of 21 levels a lot better, but hey, better than nothing.