Specifically in regards to the HoT maps, I think Map completion could use a little non-monetary umf. Frankly, completing a map isn’t super rewarding, and it doesn’t feel impactful in the overall way you play the game. Getting all the way points and hero points is essentially the only thing you need to do to get full access, anything beyond that is purely for completionist or leveling… excepting of course the Cities, which reliably drop Transmutation charges…
However, this isn’t an easy issue to solve, because increasing rewards for something to commonly done will decrease the value of whatever is dropped from map completion. I had an idea, however.
A small Quality of Life improvement: Upon completion of a map, most or all mobs will have a greatly decreased engage range, similar to how being over-leveled works. Particularly in HoT, which you can’t over-level past, this would eliminate the single biggest headache for exploring and playing in the HoT map. Without a group or stealth, getting past most mobs in the narrow and complex paths is extremely difficult and frustrating, what could be a five minute walk is often a twenty minute slog through endless trash mobs you’d happily skip if it were possible. However, long engage ranges and a wide spread make this difficult.
If, after full completion, mobs were to ignore you more/entirely, you’d feel a tremendous sense of accomplishment every time you entered the map. Your character’s assumed total understanding of an area would be directly, mechanically rewarded in a way that offers no major advantages. To get loot, you still have to fight them mobs, and event mobs and such exceptions could be coded to act normally.