Definitely, I'm glad too! And that's never been questioned, hope you haven't received it that way. Given sensible possibilities, I also wouldn't mind 'alternative' questing zones.
There is of course swift travel and some time compression involved (in a way) but not really a mess if we take into account Gondorians and Rangers were busy fighting the rest of their way through Gorgoroth (taking over fortresses presumably) when we were elsewhere, before Gondor turned its gaze towards closed-off Morgul Vale (and Lhaereth/Ugrukhor did the same thing, fearing rumors of Gothmog's 'weapon,' something for which they needed a bit of time to gather their armies so can't really happen immediately after the meeting of the Masters and Lhaereth's escape from her fortress during the instance which implies she needed a moment to lick her wounds and come back later once Rangers were gone). In that time, when we were elsewhere, Gandalf had the time he needed to study the Bugdatish matter and then the Black Book while simultaneously Gundabad was being set up for the future expansion along with all the characters of that content. So... no, the timeline isn't a mess (with the usual pause/compression rule in action of course), except a bit during Gundabad reclamation campaign which as I said feels like it's waaay too soon and completely off considered that it's still War of the Ring period and can hardly be legit described as part of it + it does outshine some of the War of the Ring events.
It could have been done differently of course if designed differently and told differently, true, but the question lingers how well would it be told then? Who knows, just pointing it out since it's all interconnected as it stands rn and the storytelling works pretty well.
'Choices' are usually one of the most desired features of any rpg adventure game but guess what, they're never delivered even if promised or - pretty much - faked. In terms of questing/branching off it takes too much resources/thought to do it properly so the inclusion of such choice might even cheapen the story and doesn't even feel like it matters in the end (the fakeness usually has to do with the end result being the same, only different way of saying things or completing an objective). Not even something like Assassin's Creed which was cheapened years ago and reduced to a simple shallow 'historical simulator' product to be milked again and again - that recently was boasting about how they'll be able to generate even bigger worlds in the future - bothered with actual choices and alternative paths though that would have been perfect, considering the current nature of those games, if we could travel through the historical landscape wherever we want with things to do almost everywhere. But nope, it's all the usual... lvl progression from zone to zone in sequential order following the main story chapters.
Now, all what you propose here is perfectly feasible in theory, but is it in practice, if the whole game was done like this? I raised some of these issues and confusing things and even sources of *enormous stress* for players that could have appeared, when we talked about it and in my conversation with seekingerin above. I noticed you always say how cool that would be with these alternative paths, including how perfectly natural it would feel if we levelled and progressed though the game according to geography, so between adjacent zones mostly, but... never propose how :P in a feasible way without dire consequences for those who haven't yet played through the game :P and the desire to enrich the game/immersion (which I get, I really do) purely through the lenses of 'game design for roleplaying' (so usually on alts) misses the point of the game in the first place, kind of.
Anyway, I get the sentiment, I really do, I wish something like that was possible somehow in a way that's reasonable but no ideas really. Maybe can be done in some way, in some capacity, somewhere. As I said before, I wouldn't mind if they experimented with something like the old Eriador quest design somewhere where it's feasible, so lots of travel between many interconnected zones, where it's kind of possible to choose order of some zones while questing. But gotta be feasible from story standpoint too, and mostly - if not entirely - self-contained. So that also means not possible to benefit from known characters or unresolved loose ends.
So yes, the lenses of pure roleplaying :) On an alt, as a veteran of the game :) Now, the Eriador prologue isn't that bad and remains quite charming, mainly because it's the beginning of the journey, gotta take things slow, surely things will become crystal clear over time and in the meanwhile all that delivering of mail or beating up angry brigands remains pretty self-evident/simple.
But let me tell you a story...
...when I played LOTRO for the first time I picked a human. The Amdir stuff was cool and I got to see how he was stabbed (there were Carguls too who I knew nothing about: what the heck was THAT supposed to be and why they're red? - until I seriously picked my brain about it and understood, since the game doesn't explain this stuff at all, but hey, I was aware they exist in lore, from the beginning, so it wasn't extra confusing later). But what I didn't know about was this: Dourhands. Ok, evil dwarves? In some encampment? What the heck? But no context really. I wasn't satisfied with the class I picked anyway so I switched and created another character, a dwarf. I was lucky to pick a dwarf and see the things unfold in the Skrogrim's Tomb, things I was completely in the dark about previously. However, at that time and basically all the way through to Gabilazan I was still mistaken about a pesky little detail: that it wasn't really Skorgrim that was revived. I know, may sound stupid, and even if it was said in one of the quests that it wasn't really him, I might have just missed it, I was just starting out, after all. I wasn't such an adept of the Tolkien-y game lore to immediately realize evil sorcerers usually bring these fell evil spirits out of the void and use them to do their bidding, but it's rare for actual individuals to be brought back and given some sort of autonomy. Besides, following the Ered Luin storyline and further: everyone treats him and talks about him like he is REALLY Skorgrim, so that's what I thought he was. Oh, there was also the matter of "what the heck is this and how does it work" when you encounter Ivar but at least you got an important glimpse of his characterization/power... which my human character was completely in the dark about too (but the later meeting with Ivar in Agamaur chapter is even MORE abrupt from what I remember, so it's like you are actually required to meet him in that tomb to get a better sense of him before you're thrown into Radagast vs Ivar showdown later on). Now, the other person who picked an elf and who lived with me... they understood this story about Dourhands, more or less, since Dwarf/Elf are part of the same story thread for the most part, besides they've seen me playing on my dwarf too - but in the end they were still a bit confused about Skorgrim/Dourhands/Ivar and I had to explain it to them. Because the dwarven character got a little bit more context, in the end. THEN, I also had to explain Amdir to them... and indeed, having played through Amdir chapter for the second time, this time on a dwarf, I did experience *the issue* myself: I've run across Breeland quest givers and all of a sudden there was 'this Amdir' they were talking about, as if my dwarf cared, and once I saw Amdir turn into Cargul... I hardly cared. Whereas on my human character, since I played through the entire context of that storyline including Archet prologue and indeed - THAT'S how it was TRULY intended and designed, to play through all this, to understand - the entire scene felt pretty sad and epic. So that's what I needed to explain to that other person playing as an elf - because they were pretty confused about that entire Amdir storyline they were thrown into, which felt off and disjointed, but ok, that was just the beginning of the game, so you know... no reason to panic or anything, next task picking up flowers or killing boars, everything alright with the world, besides from this point onward the mention of the fellowship appears and the game doesn't really offer storylines too poorly explained devoid of context as if you missed some content that you were supposed to play though...
Now... you express the wish for A LOT MORE of such main storyline design, including branching off of zones with simultaneous timelines/storylines preferably everywhere if the devs are willing. Just let it sink in... XD How would THAT work? And that's just about the *general* confusion, without getting into the whole 'preserving chronology' dilemma.
Only in this case it needs to be weighted against clear game design too, that's why most games shy away from this sort of thing. Although I would love to play though *some* of the content that's done in such a fashion, if it's well-thought-out and feasible. Then why not! In the end, the devs will do what they think is best, which I hope is directed by wisdom, for the most part. But I very much look forward to all of the new zones we might explore in the future as much as anyone else. If they are even considering The Forging and Eregion War retelling, as eventual part of this Southern expansion project, I wonder if it might bring some new Annatar artifact into the picture, ring or otherwise, that someone may want to put their hands on. Because that could become something of relevance, to keep this retelling story afloat for legit reasons other than just the Re-teller being nostalgic. So something like the Isildur shade but maybe more directly tied into the main story, business with Drugoth or Angmar or Gurzyul? Whereas Isildur was like this random discovery (even though surprising!) in the middle of the Blook Book study but this didn't really have any bearing either on the Book nor Bugdatish.