In my opinion reducing the amount of mines in Viz-Jun was definitely a good move, but you went a bit over the top

They were, together with everspawning mobs, the core feature of that rift, and now they are pretty much non-existent. I think 5% is too much, something like 20% would be more appropriate.
Also I think you did a great job with revamping all storyline areas. The balance there is kinda off though, as for me at least, act1 feels way more difficult than others, on all difficulty levels. That of course comes together with character balance changes, but I understand that's not easy thing to manage, so I'm not hating or anything

Overall I think the storyline is and should be harder than in previous iteractions of the mod, and that is a good thing. We should have to actually play the game and prepare for it, not just storm on autopilot through everything that is not an uber.
As for items and charms, I think those also require some tweaking. For example the Edyrem set, only used to farm Toraja, is now completely useless. Removal of "increased max skill lvl" affix hurt a lot of charms, that loss should be compensated in some way. I know that some of them unlock certain masteries and that is cool mechanic, but that is not always the case and you have limited amount of skill points. And few were left with nothing, like Lylia's Curse. All res 10% and 10 life regen for a 125lvl uber is just useless and not worth the effort.
One last note on the reanimates. That's really cool that those are undead only, it makes sense. Randomness here is also fun. But it needs to be balanced, for example Strength Beyond Strength used to have Inarius, and now it can have something worse than you can get from TUs, with much lower chance.
Maybe you can add some range of creatures for each "tier" of items, with TUs granting weak ones, and powerful endgame items having stronger undead, even elites.
Anyways, congratulations to anyone that have read all that rant

And team - keep up great work, best Diablo mod ever!