The sewers are a unique dungeon that contrasts well with other solo dungeons (rahu sewers, war cashes) but still needs some refinement:
biggest problem: sewer slimes are the most problematic enemy in the sewers. Their regeneration is a bit too high, they are too frequent (invluding splitting), and their rewards are the worst (no civic engineeting xp, worst drop pool). The attrition is the only thing dangerous about them, but its more potent than anything in small sewer clots or in statehelm night spawns.
minor problem: sewer clot enemies dont despawn when they kill or unaggro. This can quickly make areas un-soloable when compounded with normal sewer slimes
minor problem the levers are a bit too obtuse atm, given that you have to search blindly to find whatever it opens. Please add some vague directional/proximity to the "click" sound alert text to point to whatever is opened
suggestion add some sort of breadcrumb that leads to the animal camp. One idea for this is for grafitti of a hoofprint (presumably left by hamilton) on the wall next to doorframes leadjng towards the camp
Generally, aside from the sewer slimes, my experience with the sewers has been really positive. I look forward to seeing how this dungeon is improved going forward.