Since so many who post here are very deeply interested and engaged in the lore of the games and the books -- commendable enthusiasm, I might add -- it is, however, sometimes necessary to offer a moderating caution, before their passions get the better of them, and lead them to posting a bit too vehemently. That has not yet quite been the case here, although phrases like "criminal lack of characterization" do verge perilously close to the limit of respectful criticism, as it suggests malicious wrong-doing.
However, the topic of this thread is not moderation. All such discussions thereon should be reserved for Private Message, please, as per the rules of the Forums.
To the topic at hand, the Wild Hunt is indeed underdeveloped in the game, and people are free to remark about the lack of content. However, I do not encourage people to spend too much effort hoping for a rewrite of this aspect of the game's story. While it would strengthen the narrative considerably, I would neither hold my breath, nor presume that stern criticism from the Community will bring about this sort of change. I personally would prefer to see a bit more compassion for the writing and quest-design teams, who had to bid farewell to their creative ideas in the service of releasing the product which we have now. Likewise, I would welcome a bit more respect for the still quite impressive work of art they actually managed to hand us, under the numerous constrains, which pressed upon them. However, it seems I'm in a very small minority, here. I query whether severe criticism is warranted for making the attempt at a reasonably coherent narrative, opposed to delaying the game again, or simply not releasing it at all. . . .
Mateusz Tomaszkiewicz mentioned in the PAX presentation that recording dialogues for the quests is the most expensive part of the development process. Considering that they must write, adapt, and record dialogue for seven languages, a large, and important quest, with many, and various, lines of dialogue would be very expensive. (Likewise, if attempting to fix it required developing a new mechanic for the game, the process becomes rather more expensive, and time-consuming, than it may appear to the casual observer.) If implementing such a quest undercut their vision for the game as a whole, say, cutting Skellige, for example, or limiting the number of dialogue options throughout the game in exchange, they mayn't have wanted to make that trade-off. If they truly care about their work, and their story -- and I've seen very little that suggests they don't -- the decision to cut any part of the game was likely a difficult one. It was their choice, however, and, unless they chose to redress it, it must be accepted, displease whom it may.
This is the extent of my interest upon this subject, and I choose not to invest any more of my time and energy in it. If anyone decides to respond to my comments, please, don't expect a reply.
Thank you, and carry on.