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First, understand that all the clearings are the same size, even the safe ones. This is big for expanding, as I don't have to chop through two or three little ones to create more space around my base.
Next, you can completely nullify that 'hidden glade' mechanic with cornerstones like Mist piercers, or any other buff that allows you to see into glades, so you can take ONLY the large safe glades, if your really want to, or go for only the dangerous ones, if you want to do that instead.
Third, the ghosts that appear can be easy to satisfy, leading to some good early game pickups. Most don't even penalize you if you don't meet their requirements either.
Fourth, the trees have lots of bugs. Minor thing, I know, but good for satisfying lizards early with jerky sticks.
Like with most biomes, no one's forcing you to play on CRW if you don't want to. But, if you know how to play the map, or simply want more of a surprise every time you open the glade, it can be a good break from the predictable grind of many other maps.
I don't think every challenge even *should* have an associated proportional reward. It's good for *some* of them to do that, but some things just being harder for the sake of being harder is also useful.
Potential fun is an incentive to play a game for most people, but it's important to remember that what's fun for you is not necessarily fun for everyone. And it's clear from the OP that this biome is not fun for them. Don't project.
I'm early in my play of this fantastic game, but it has consumed much of my free time since its discovery. Bear that in mind, as my ideas of balancing are from the perspective of someone who has only recently breached Pioneer difficulty. (Slow advancement because the formation and following of a "process" is fun for me; I restricted myself from higher difficulty and the precious rewards that come with it until I finished the first seal, and will graduate my difficulty accordingly going forward. Don't judge; I find this fun.)
Would it be a more acceptable risk/reward biome if it did away with small/dangerous/forbidden glade types entirely? Instead, it could simply have a random amount of resource nodes, from minimal (similar to small glades) to high (as dangerous glades) and then, separately it could make a weighted roll for 1-3 events of a non-risky type (caches, villagers, buildings, etc) and have a percentage chance to also include a dangerous or forbidden event.
So, you could open one glade and get 2 rocks, 2 berry bushes, and a bomb that will kill everything within 20 tiles if you don't sacrifice your soul... or you could get four large nodes and a small cache. Or anything in between.
I've only ever closed one bronze seal yesterday and it was an absolute nightmare. There comes a point where challenging isn't fun anymore and it just becomes a chore.
You can only unlock the Queen’s Hand Trials game mode by completing the Adamantine seal as far as I understand and it is a very tall order in my opinion. The main incentive for doing seals is to get this mode unlocked (at least for me). This is sort of linked to my gripe about CRW being too punishing when you are trying to go for a high level seal. By the way, I have pretty much just given up after the Cobalt seal as the game just became too grindy and repetitive. Amazing game overall, though.
Whether you really want to do cursed royal woodlands or not, it may be on the one and only hex that will leave you within three hexes of two different ? marks on the map so that you can reveal both and hopefully score a royal resupply on the following map once you figure out which one you should go to. If that happens, you should take it as a challenge and work a little harder to do it so that you can reap the reward of being able to choose between the two ? marks which do provide you a benefit.
If you wanted to rebalance it a bit, it could be interesting to have a Cursed Woodlands specific building similar to the Archeologist Office for Scarlet Orchard that would interact with some of the unique mechanics. For example, upgrade options could reveal limited information on unopened glades, increase the time given to satisfy ghosts, or give bonuses based on the number of ghosts satisfied.
But from P11 onward I found cursed woods to be an interesting biome, because ghosts are mostly helpful (or at least dont hurt too much when failing) and the playstyle is just differentt when compared to other maps, not necessarily harder.