CDPR has done great work so far, but I'm not yet ready to classify them as an elite developer. Both The Witcher 1 and The Witcher 2 (esp. TW1) were very buggy when they were first released. CDPR needs improvement on their ability to deliver a highly polished product Day 1.
To be honest bugs and glitches never bother me too much, both because they are going to be eventually fixed and because they are -to some extent- a given with games that actually try to push boundaries in terms of ambitious design (see: pretty much any cult classic RPG).
Actual flaws in terms of design and mechanics bothered me a lot more in TW1 and TW2.
For a start they need to improve a lot in terms of combat system design.
While TW2 was a clear improvement over the shallow system used in the first game, the new combat system had its fair share of shortcomings and a lot of balance issues on the long run.
I also would like to see a lot more world and NPC interaction.
At cost of being very repetitive, as I already stated in previous threads the world in TW2 felt more like a pretty background than part of the gaming experience.
They should look at what Piranha Byte's people did for Gothic, Gothic 2 and Risen in terms of world design, exploration, NPC interaction, non-linear quest design and solving, etc.
While far less pretty, Khorinos, Harbor Town, the Swamp bandit camp or the monastery felt a lot more alive and organic than Flotsam ever did.
And that's because you were able to speak with (almost) everyone, interact with (almost) everyone (very often in unique ways), sneak, steal, fight, jump, climb, etc.
Sadly, it looks like the opposite happened with Risen 2, with PB going for the simplified way rather than playing on their strengths.