A big difference you're noticing is by design in fact!
In the original release we ran out of real-estate to use for expanding the game and creating more interesting Zone Event encounters. A big part of this had to do with the fact we didn't even know RIFTs would be the focal point (let alone the namesake) of the game until late into the process - we have a HUGE advantage going into these zones with that idea in mind!
We now have the space we need to support our constantly expanding Massive Dynamic Content and actually design elements in the zone for use specifically during events.
On another note - these worlds have been largely overrun by Planar Invaders, couple that with the fact that we've reduced the need for bigger quest hubs by encouraging a more organic questing experience (you discover quest content as you explore the zone/story) and it actually allows us to make a more natural environment. One that's not overrun with little circles of dudes telling you to carry out their chores and get back to them.
So you're not crazy - but it's also not because we're lazy! It's an intentional part of the design to ensure that these areas continue to grow and change with the ever expanding story and dynamic content we're planning to introduce in coming updates
Once you see Instant Adventures, Zone Events, & World Events in action next to the questing content you'll see there's a method to our madness!