First off, they are still tier IV mobs ( a remnant of the last Alpha where they were introduced ), which is kind of ok I guess for a baseline. That said, I would like to see these scale up in terms of difficulty and reward based on which zone you enter them in. On top of that, I'd like to see better or different rewards for stuff like this as well.
Green Zones: Tier IV mobs and some minor fluff pieces (house decorations, trophies, etc?) and fame/silver the way it is.Yellow Zones: Tier V mobs and increased fame/silver with fluff pieces as well. Rare drop(s) off the boss? Perhaps something like a rare material for a rare mount, or a "fame potion" which gives you fame for your currently equipped gear (up to a tier of X), or perhaps a potion/consumable that grants minor learning points (say 5 or something). SOMETHING different than just "more resources to craft more gear". Or say like "keys" to chests that are spread throughout the world that have some gear? People could sell the keys and provide some treasure hunting to the game! or use them themselves! Keys could be of different levels to associated levels of chests, spread them out!
Red Zones: Tier VI mobs and increased fame/silver to go along with it. This should be challenging(ish) content much in the same way it was before in Albion Online Power Leveling Alpha (before all the gear scaled up like it currently is). Rare drops and fluff all the same?
Black Zones: Much akin to red zones, but perhaps some rare event(s) could unfold in these, making the mobs change/evolve in some fashion to make it a bit more of a challenge, while upping the rewards gained? Higher drop chance for essences and fluff pieces. Rare drops off the boss? etc. Just something to make them something you actively want to do over and over and over again because they are so fun, but not get super monotonous.