Thanks for the opinions. I see there is no general consensus on how modules should be built, so one should read READMEs and follow the guidelines there. I think I also understand that Very Difficult isn't what it seems and mostly changes the difficulty curve, rather than the overall difficulty of the game. Interestingly, in the modules I've played, I didn't notice low level gameplay being particularly hard. But then, I don't think I've ever played modules aimed at very experienced in combat players.
Regarding story vs combat balance, I myself am mostly interested in the story. The reason I am working hard on learning the toolset currently is that I have a few plots in my head I would like to "digitalize", and those plots are mostly focused on character interaction and combat-less exploration. However, it is clear that there are different players out there, and if my modules contain very little combat, then many of them may lose the interest. So I will need to introduce, at least, some encounters to keep everyone interested, and those encounters better be well tuned, so "story-based" players wouldn't see them as obstacles to enjoying the story, while D&D masters could enjoy the challenge. I like your system Grani, I think I might employ something like this in my modules, as long as I learn enough about the combat by that time to be able to balance such difficulties well.
While I generally agree, I'm a lot more willing (personally) to forgive easy combat than stupid combat. The HeX Coda, for example, was an amazing module with faceroll combat. I could name several others that I thoroughly enjoyed despite them intentionally being jokes combat wise. On the flip side, the thought of replaying Dragon Age: Origins again made me want to gouge my eyes out just because the combat was so...terrible. I'm pretty sure it wasn't as noticeable on easier difficulties...but if you're going to include harder difficulties then make sure it's actually harder and not just stupid. Ditto for the first Mass Effect (compare the combat of Mass Effect 2 and 3 to 1...I mean, holy cow) -- though it at least was less headache inducing compared to Dragon Age.
Hmm, I understand it is a matter of taste, but honestly Dragon Age: Origins combat is one of my favorite RPG combats (I played on Nightmare). By it being stupid, you probably mean incredibly high HP pools and enemy damage to create a challenge instead of the enemies being clever and resourceful? If so, I agree, it indeed was a rather poor design. Then, I saw the same picture in all official modules in Neverwinter Nights 1/2, where only a handful of enemies required some thinking, instead of constant reloading hoping for the rolls to come in right. In Aielund, it was a bit different: maybe I am just not very good at D&D yet, but in some fights it was more about using cheese (running away and shooting from where enemies cannot see me, running around while my companions work on the target, leaving through zone exits and fighting enemies one by one as they come through, excessive resting, etc.) than actual strategy. The dragon in Act II was very hard to beat, I resorted to attacking it from the distance before actually talking to it, so I could deal a lot of damage before it approached me and disabled my entire group with Fear. Of course, I am playing pure Sorcerer, which is made of glass, so perhaps I indeed am supposed to run around and use all those tricks to survive...