I'm not really a fan of a lot of the intro adventures personally. The mini-adventure model tends to be long on gametime but light on story without much in the way of payoff for the players (XP, material rewards, or coherent narrative). Though there are some things to be gleaned as useful for future adventures in here:
Setup: The party comes into posession of a collection of notes that amounts to a treasure map. Nothing particularly novel here as the hook is a tried and true means of giving direction to the players along with the explicit violence of the scene giving the players a sense of urgency is useful in getting them to make up their minds as, if this is run as part of a homebrew outside of Adventurers League, the players might consider putting away the notes to later follow-up on.
Mission 1: Fairly generic cave full of monsters to put down. Interesting in the shrinking curse but when the fluff is stripped away it's not especially exciting. A bit like a shorter, more linear, reskinned Cragmaw Cave from the start of Lost Mines of Phandelver. Could used more of a branching path to give the players some (illusion of) choice. Not really a fan of finding a looted chest.
Mission 2: Giant Badger fight is pretty tough (multiattack monsters against an APL 1 is fairly dangerous, a DM screen highly suggested). Feels like filler to scratch the combat itch rather than an integral part of the adventure like the goblins in Mission 1. I like the NPCs of Ggrrk, Hhffft, and Prrrt as it gives the GM and players insight into Terran language if they didn't realize it before as well as a just flavorful NPCs on their own (played in a more Treebeard-esque fashion). The phrase-puzzle is fairly easy with all the clues, almost seems like a formality...almost. Trap feels a bit harsh for APL 1 stuff with additiona insult to injury degrading the ledger. Again, another looted chest (just as much of a let-down as the first). The party is probably beginning to think they're bad-venturers at this point possibly.
Mission 3: Still APL 1, Trap seems fairly brutal to the target party without any way of getting around it without submitting to the dice (like the Mission 2 phrase-puzzle). The corridors and pit traps are a bit better now compared to the linearity of Missions 1 & 2. The diamond, greed motes, and dead frost giants paint a nice scene for a struggle. For the first time we actually don't have pre-looted treasure that the party was beaten to the punch for. Satisfying for both GM and player.
Mission 4: 8 kobolds that fight smart (ala Tuckers) can prove very difficult if the party isn't APL 2 by this point as the lack of sunlight and pack tactics channels them to focus-firing characters down (again, keep that DM screen handy). 2 Magmins are pretty nasty for APL 1 parties and somewhat dangerous for APL 2 if they don't know how to handle exploding mobs (their flame touch is also fairly debilitating at this level). The Imix symbol is an interesting call-back to Season 2 and gives the party some degree of creative freedom to describe how they disable it while finding the right dice fit into their holes. Again, we're getting away from pre-looted chests, we're doing much better with making the party feel competant.
Mission 5: Filler fight with giant owls like with the badgers but gives melee characters an introduction to hit-and-run style enemies if the goblins didn't give them that in Mission 1. Since the characters are now APL 2 the fight with exploding enemies (4 mephits) and their experience with magmin shouldn't make this as difficult a fight as it used to be. Ice mephits are fun as well for showing players the value of fog cloud for breaking LoS if there are any ranged characters in the party. The ethical choice of leaving or keeping the gold tablet is fairly anvilious though could use a bit more gray.