Well, it is too early to make a good based comment and final thoughts about it.
In general i like the idea and the implementation looks good.
But the amount of rewards compared to effort, i have really huge doubts that it compares at any level to the old system.
I think the reward is just a fraction for any task, than it was before, half at best, 10% for many of the beginner tasks.
The effort required is 4-5x higher than before.
And 95% of the activities are NOT just playing the game as usual, because i have some doubts that many players run Dungeons in Howling mountains, or any other of these zones on a regular daily basis and consider this the normal gameplay.
I personally have no problem with running the low level zones, but it takes MUCH more time for tasks to get a fraction of the previous rewards.
Example.
Sascilia: Task kill 175 Mobs, get 304 XP and 264 coins.
Before we had a daily quest giving up to 1000 coins and kill/collect between 45-90 mobs.
Kills 1 Boss (in Sascila i have not heard of any Boss that would count for this, but anyways.)
Gives a spectacular 38 xp and 33 coins.
In other zones, the time spent to kill a Boss is mostly running, searching, and do this many (MANY) times a day, to eventually one day find a Boss. Effort 10-20x higher than usual tasks before.
Reward 5% of previous rewards.
So, comparing old with new, in this extreme, old system was 200 times more rewarding.
General missions though, i think the factor is more like 5-10 more rewarding for the old system.

Minigames are part of it, and part of regular gameplay. This is no issue.
Using repeat tickets, or Mirrorworld tickets seems to have a really HUGE number required.
Like 60-90 just for the first star, i think this is also a bit improvable^^
A final remark, or suggestion:
To match "normal gameplay", i think a rather general approach would fit better.
Many players, many different playstyles.
But, why making everything so complicated and divide it into zomes?
Why not make
==> kill x amount of mobs in open world,
==> kill x amount in dungeons.
==> Enchant x amount of green cards anywhere etc.
==> kills x bosses
etc.
make 25 instead of 5 ranks
but any mobs from any zone, like lvl 90 zone or lvl 10 zone, should not matter.
Or you can make different type of mobs,
like ==> bears. no matter what zone, kill bears in logar, or kill bears in any high lvl zone (where bears are available).
I think this would rather suit a "usual gameplay" apporach, because everybody will just play in that zone he is doing his business.