The popular opinion is that Abomination Vaults marked the beginning of the "properly balanced" encounter design for APs. Strength of Thousands, in particular, is celebrated as being pretty well balanced.
My Quest for the Frozen Flame so far hasn't been ridiculously challenging (like I found with Age of Ashes, Extinction Curse, and several encounters in Abomination Vaults); however, it is (IMO) overwritten, needlessly complex, and heavily scripted (which is something you don't want in a hexcrawl.)
If I told you we're playing a campaign about basically traveling with a Stone Age tribe of wooly mammoth riders, crossing the tundra to find a new home. What would you expect? Frozen hazards? Fights with megafauna and saber toothed cats? Survival challenges? Maybe not a nation-spanning plot?
So there's no survival challenges. The valley is a temperate 70 degrees year-round. You have 8 factions including a white dragon that uses fire attacks, a demon invasion, and a tribe of necromancers. The megafauna are all there to be tamed and ridden into battle with your tribe.
Like, I'm good with just a simple premise. Let there be an evil warlord and his agents tracking down the tribe. I don't need layers of intrigue that are going to confuse my players at every turn.