I like the new signet trader. However, I noticed that I will not be able to add the Solar Festival damage to my essentially randomly generated Cormyrian challenge weapon. If these are to be treated as Named items, it would be nice if that were noted somewhere.
The dragon fight went okay for me, with no noticeable lag (level 20-25). The fight went pretty fast, and I didn't see any problems. We got the signets and scales at the end of the fight, but it was not easy to figure out which bag my signet went into. Apparently, a green one (ie, it's an ingredient).
Most annoyingly, my Greater Creeping Cold spell STILL DOES NOT WORK in public areas. I have reported this bug for the last three festivals. The lesser version works, the greater version does not. I use this spell a lot, so I test it every time. I am surprised it is still not fixed.
Assassins: I like that there is a break from undead, and that the laggy giant skeletons are gone. I kind of like the flavor of having assassins pop up in the graveyard, and they are somewhat fun to kill. However, I realized (again), that if you want to have non-undead in this festival - due to clerics using healing bursts, wizards nuking with meteor swarm, or whatever - the logical choice is WEREWOLVES. I mean, now that they exist in the game and all. It would be perfect. Halloween motif, right? Right...? Huh? Werewolves!
It got a little tedious, as it tends to, after a few hours. But then, I guess I played it for a few hours, so that says something. Overall, good. B+.