As the first full official published campaign of a new edition, HotDQ puts an awfully big burden on the DM to finesse some very complicated, highly variable situations and keep the story moving within some rather strict parameters.
Any DM with little or no experience is bound to do what my (experienced, if slightly rusty) DM did and basically tell the characters how to proceed. He tried to couch his direction as hints ("Your characters know that course of action would probably get them killed," or "The honorable thing to do would be such and such," or "Here is an unrealistic option that seems totally logical to your characters because reasons!"); however, we as players felt constantly frustrated and railroaded at every turn.
(Basically, if you have to tell me what my character thinks or believes -- as opposed to what he sees or objectively knows -- something has gone terribly wrong.)
I think the main problem is that in trying to make the story seem epic, they've created a module that's very linear and heavy-handed. A good published adventure gives a thorough background and description of the setting, but only a broad sketch of how the plot will likely advance. This one is just the opposite -- it gives a sketchy background and a vague setting, but a detailed, rigid sequence of events that must be followed or the whole thing falls apart.
At least, that's my impression as a player who has neither completed the adventure nor actually read the material.
Mine as well.
The DM actually mentioned that she thought that some parts of it were really not thought out that well. For example, the guards at the keep have spears instead of bows (she gave bows to the ones that backed our group up in the half dragon fight). I suspect that the intent of this was so that the guards could not try to prevent foes (including the dragon) from coming within several hundred feet of the keep. It's a detail that when viewed in hindsight makes sense from an adventure design POV (i.e. if the guards do not have bows, they cannot help in any battle near the keep), but makes very little sense from a plausibility POV. The guards in a keep required to keep order in and defend an unwalled town do not have bows? What? In our game (do not know about the module), the PCs were actually even able to acquire bows and arrows in the keep.
Granted, with us knowing the rules now, bows would not have helped in some situations since firing into the dark has disadvantage, but it is just one of the details where even an inexperienced DM said "What?".
She even said that one of the sections (I do not know which one) is so totally bad and illogical that she had to drop it from the adventure.