Sobre zonas iniciales:
In the later zones, the game opens up a lot more in terms of what you have to experience. There is a main quest that leads you through the zone, with a lot of its quests rewarding you with skill points upon their completion. In addition, there are a lot of optional side-quest hubs, where you can find other quest chains to help you progress; if you look at the map and see an area you haven't been to, odds are something is there. There are many more skyshards (16 for each of the zones), and a lot of small public dungeons (each housing a skyshard to encourage you to do it). There is a large public dungeon that's geared more for 2-4 players, including a quest, a skyshard, and a 'group challenge' boss (usually summoned in a special way detailed in the achievement) that will reward a skillpoint for its completion. You have points of interest around the world that will give you significant XP for their discovery, and world bosses and anchors (as seen in the recent developer playthrough PvE video) that offer challenging events to encourage players to group together. There is one instanced group dungeon with a quest that gives you a skillpoint. Finishing that dungeon unlocks waypoints for the corresponding dungeons in the other alliance territories, allowing you to do those as well. In addition to all of this open world content, you gain access to the Mages Guild, Fighters Guild, and the Main Story, all of which draw you in with a continuing story arc and skill line of their own. The Mages Guild introduces Lore Books, another item that you can discover around the world to progress your Mages Guild skill line.
Sobre crafting:
I love the crafting in ESO. It is the best crafting I have ever seen in a themepark game. You know what I hate about it though? I spent a very long time telling people that crafting would be worthless at endgame just like in every other themepark game, and today I have to eat those words. I was very wrong.
Crafting stays relevant both in terms of the amount of customization available to the crafter, as well as the fact that you really can craft the best gear in the game and upgrade it to the highest quality. This is kept in check with Veteran Rank requirements to equip the top end gear, as well as unique materials that are only found in high level zones.
Crafted gear and dropped gear can be upgraded all the way to legendary quality by a crafter, but it does require a pretty rare reagent to do so that is different for every crafting profession. They can be found by refining raw materials and deconstructing dropped items.
In a nutshell, let's say you craft a level 50 sword. This sword will be of white quality. To upgrade it, you will need at least 1 green quality temper to do so. You have a chance at getting green tempers from deconstructing green items, blues from blues, etc... If you have one temper, there is a high chance of failure (that can be improved with skill points in the crafting skill line), so more likely than not you will want to use several of them. You must upgrade the item to green with green tempers, then to blue with blue tempers, etc... You cannot skip tiers.
It's a pretty involved system that should keep crafting relevant for a very long time. Even as someone who traditionally doesn't care about crafting, I'm very excited for crafting in ESO.
Crafting styles are purely visual. I'll give you an example as a blacksmith. There are 4 sliders you move through when you're creating an item - the slot, the material, the racial style, and the trait.
Slot - This determines what the item is. Sword, two-Handed axe, heavy chest, etc...
Material - The crafting material (iron, steel, ebony, etc...) you put in. Each material has a set range (say, level 1 to 10) and the more materials you use for the item within that tier, the higher level the item will be (but only within that tier, you can't make a level 50 item with level 1 materials).
Racial Style - This determines the look of the item. This is the only way that the Imperial style is different from the others; it's purely visual. Note that item appearance also changes with level.
Trait - This is the stats put on the item by the crafter. There are several to choose from, such as increasing the effect of the enchantment you place on the item, increasing the armor and magic resist of the item, or increasing experience gained from exploration (as well as several other options).
Sobre dungeons:
I have done several runs of the first three (level 12-15ish) dungeons in the game, and I have to say that I do enjoy them quite a bit, even if they are a little bit different.
The dungeons are less structured than your typical WoW-clone dungeon. Aggro is a bit wonky (by design), and most group members can expect to be getting attacked at some point - especially the healer. However, this is nothing like GW2's garbage PvE, and the tank does have the ability to maintain control over a few mobs (how many is skill and resource management depended) via there taunts. There is one taunt from One-Handed + Shield (Puncture), and another from the Undaunted skill line which is ranged and magicka consuming. I was never able to test this skill, but I could see it in the skill line after unlocking it.
The reasoning behind the lack of AoE control, I assume, is TESO's reactive combat system. A lot of what keeps TESO interesting is the way it engages players to block, dodge, and interrupt at the correct times, and if the tank were able to control all of the mobs, 90% of this would be eliminated for the other players in the group. It works well, in my opinion.
The trinity is alive and well in TESO. I figured I needed to reiterate this after that last paragraph. The inclusion of large, tank-oriented mobs for the tank to grab aggro on keeps them necessary and important, even if they aren't overly concerned with the adds.
Oh, and every class can indeed perform every role.