Hi Again MagicalMaster 
I shall try to answer your many remarks here as best as possible...
1.
As for the goblin scalps those quests are not ment to be completed in one run. This being a RP server some quests take a little longer time to complete.
On the same subject the scalps that drops in the 2 different forests you refere to are different and for individual quests, as described by the quest NPC.
2.
Magical Misiles - and most other damage spells - are indeed upgraded. And yes since you moved through 2 seperate level encounter zones and into various "3. ranking" areas you did indeed encounter mobs of levels overpowering for a level 5-6 character.
3.
People always restart in the OOC area when logging back into the game. This has to do with the balance of rest restriction, spellreset when loggin into server, and some areas being "none sleep".
4.
As for the golem(mercenarie)s i shall look into it asap.
5.
In the upgraded dialog of "Jorgen the skinner" - the quest NPC for the normal sewer - he specifically tells you how to get to the sewers. He also warns you of magical missiles - that you will encounter here for the first time if you follow the new and improved player dialog guidelines - and tells you how to counter them...
6.
Tobias indeed shout at you now if you are wearing the rings he specifically told you not to Wear when talking to him. Taking them/it off should make him more compliable, and when you did he naturally simply thanked you for the help since you have allready done his quest.
7.
Did you throw away the magical robe tobias gave you ? if not you should be quite able to get over the gorge...
( just the same i see you mention a possible dead-end-error and i shall emidiatly see to it that tobias checks players for the robe and gives them the option of a getting a new one if they do not. )
8.
The boys dialog, the wizards dialog and the actual placement of the wizard is changed. You now meet the wizard in the Harbor district, where he will tell you to take the boat and also gives you hint about how to activate a teleportring on the new continent for future use from the "Heroes Rest" inn. - The intire cave entrance is now unnessecary and no dialogs hints to it.
Overall what you describe as alot of backtracking is quite similar to normal life. We get a "mission" and we return when it is done. Then we either get a new one or we move on. Rarely are we aware of the future and thus the intire A > B > C > D philosphy oftern turns into A > C > D > B or whatever. Bare in mind that while we have spend alot of time trying to insure that players continuously have quests to embarge on this is not a strategic hackNslach module and as such everything is not always streamlined, nor is it intended to be.
However it should be noted that the Inner Realms is mainly build up in such a way as whenever you cross over a zone and into the next, the inhabitants will be tougher. Some spots / area transitions, will have a very dramatic raise in difficulty. Most, if not all, of these will have warning signs or NPC dialog, to give players a fair chance of avoiding certain death.
This being said, most of your problems and misfortune will not happem to new players as everything you have mentioned so far has been upgraded / improved / fixed. So in that aspect your endavours have not been for nothing and your input has been, and still is, much apreciated 
/ The "Alangara - New Dawn" staff.