Closed beta player here who has gone all the way to veteran ranks, will try to answer a few questions from the last couple pages.
First the .18 patch wasn't used because like rescorla said it broke a ton of more important shit than the quests that got fixed. Mana-regen, charge attacks, guild functionality etc. Also they tried a new start sequence and it didn't flow well at all. Most people want to skip coldharbor but it sets up all of the main story so I don't see them letting us do that ever.
A lot of the things that are hanging people up quest wise are because of how the different quest areas work. For an npc like drusilla if she gets broken simply logging on or off won't fix it since she is in a public area that anyone can enter. You really need to have everyone not enter her instance for like 10 min so it resets and good luck having that happen in a public beta when thousands of people are flooding the newer zones. The other side of this is that for pretty much every other quest doing a /reloadui or a logoff logon will fix your problem. In fact /reloadui is your friend, it solves stuff like being trapped in a npc conversation and not being able to exit, being stuck at a crafting station etc.
For pve I did a duo for like 90% of my first character and it was almost perfect. We could kill everything in the zones, all the torch dungeons, all the anchors etc most of the way through. The pve does get harder as you level up, I want to say upper 30's into 40's was where we couldn't duo the skull and crossbone named mobs a lot of the time and in veteran ranks shit can just own you straight up one on one if you aren't paying attention to your dodge / block timings.
At some point the zones get open 4 man dungeons in addition to the instanced 4 man dungeons and those were a ton of fun to duo. Would end up with pulls of 6-12 mobs and it took a lot of work timing ultimates and aoe's to survive them. Crawling those from named to named was the most like an old eq dungeon I have seen in any mmo since. Of course we were on the closed beta server so we were generally the only people in these dungeons, it would be a lot easier when they are filled with people like the torch dungeons are on the open beta weekends when you can sometimes walk right to the named mob. Oh yeah the named mobs all had loot tables as well with different loot items in all the dungeons not deep ones but 3-4 different items.
Crafting... everyone who is in this weekend beta should /feedback for more bank space because crafting components are a pain in the ass. It's very nice that you can craft with items out of the bank, but your bank is shared between all of your characters. If you have one character who does say blacksmithing / woodworking so they can make heavy armor and shields, and another who does clothing / enchanting for magic use good luck and good help you if you even think about doing provisioning with almost any other skill.
That said the crafting system is decent and they have taken some feedback from testers to streamline the interface in .181 so that it isn't as confusing to new folks. For people who were wondering research timers keep doubleing and there are 8 total for each piece, so 6 hours, 12, 24, 48 etc. On closed beta I have research going that won't be done for over a week. Doing that research unlocks the ability to make items from the various set piece crafting stations hidden all over the world.
I know a lot of people don't like the on rails feeling in the world but I found that exploring the zone helped you a ton. Doing it gets you treasure chests, skyshards for skill points, lore books to advance your magician guild level and more. If you just go straight from quest marker to quest marker you will miss a lot of what makes the game good so in that sense it is more like a traditional elder scrolls game.
I saw someone sarcastically mention a miracle patch. I don't see that happening this close to release. Right now they really have to put almost all thier eggs into the performance optimization basket and hope they get cyrodill solid for release. They are aiming for 733 players per side in each campaign so they have a lot of work to do if they are going to hit that goal.
In the end I found enough that I liked to pre-order, I'd give it a 6/10 right now that could raise to an 8/10 if they get the lag fixed and the last few major bugs sorted out.