I fear that I might be a little unfair towards this adventure: It is a good one, but I'm reading it right on the heels of Shadows of the Northern Woods, which is a tough act to follow. Especially since a lot of motives and themes of Dawnfell are reminiscent of SotNW: Again, there's a small village to be saved, free folk who have become estranged from each other and must be brought back together, a magical McGuffin that the bad guys are after and a climatic battle where the outcome depends hugely on how many checkmarks the characters were able to make on their adventurous to-do list in advance. In both adventures, we have spiders in the woods and ancient burial sites hiding treasures and answers. Even some of the NPCs feel like variations on a theme when compared to SotNW (Annis/Beltine, Wulfric/Brynjar, Morcant and his She-Wolf/Urgusk and his Mountain-Lion). It's hard to say if, playing both scenarios back to back in an actual campaign, this would feel like a thematic throughline or rather like "Oh well, another troll with a vicious pet and another problematic thane."
But while SotNW uses its sleepy, rural setting as a springboard to dive deep into the (admittedly vague) mythology of vsD's implied setting, Dawnfell firmly sticks to being an adventure about saving a village from a band of trolls. Which is actually a good thing, because it makes Dawnfell truly self-contained and also thematically more suitable for a group of 1st level characters. As such, one might say that Dawnfell is better at being what it is than SotNW, but it is also a little less impressive.