Ok so why are some adventure packs run regularly in public groups and many others almost completely neglected?
Because they're full-on, completely, absolutely worthless.
Aside from the obvious XP points:
-Gianthold is run because it's full of wonderful end rewards, some of which you might actually keep.
-Delera's is run mainly for the Voice of Master.
-Tangleroot is also run for having some useful end rewards, although it's mainly because of XP.
-Sands is run for farming many rare items and goodish end rewards.
-Vale has the crafting.....
That's all nice and good, but meanwhile, other quests are completely forgotten.
Now I love running quests without the promise of goods, but in the general public groups' view:
-Sharn Syndicate is too long and offers basically nothing.
-Catacombs are like a lengthened waterworks, with low XP and no good end rewards.
-Shan-To-Kor, Threnal and Sorrowdusk are just too long for the low quality end rewards.
-The end rewards in Three Barrel Cove are things you'd probably receive from a Hobo holding a yard sale.
-Most of Necropolis is just simply not worth it.
Now, for the sake of justifying me having spent money on all your adventure packs, Turbine, my lovely dear corporate, quality assurance challenged friends, I request that you sit down for 5 hours and brainstorm new items to enhance the end rewards for these rather lonely quests.
Not everything has to have a Voice of the Master or a crafting device, but seriously, make some goddamn items that makes it worth for EVERYONE to consider running the quest once in their toon's lifetime.
Or if you're lazy, then up the XP gain.
Just DO SOMETHING!
(Inb4 hurpdee durpdee doo, guilding is the way to goo)