Annoying to navigate, sparse, everyone drops at Fragment.
It's weird because a lot of players also like it for these reasons.
The fact that it's annoying to navigate and 'sparse' makes it difficult to initiate third parties. Being third partied on Worlds Edge is arguably less common. But at the same time, finding fights is less common.
My big issues with it aren't really the pacing personally, I just think it has too many spots that are really poorly designed. The map has an over reliance on 3 and 4 story buildings where Apex's audio really does not hold up (I don't think any games audio would do this well). Chasing a Wraith around a 4 story building until we get third partied is not my idea of a good time, and dealing with all the Caustics that make it their life to try and hold these spaces isn't a tonne of fun either.
I think respawn know this is fairly shit design too, because you don't see this style of structure in Kings Canyon or Olympus. Everything is strictly one or two story, flat. Two story is readable because if you hear an audio cue and you don't see them you say 'oh, they must be above me' or if you hear them climb, then you know they're on the roof, but as soon as there are floors ABOVE AND BELOW you cripple the games readability. Unfortunately, since those buildings feature all over fragment and skyhook, which are two of the most popular drops, I'd say maybe 50% of the fighting in Worlds Edge involves fighting in these poorly designed spaces.
That design issue, and two key areas whose design that just fucking blows: train yard and harvester.
- Train yard sucks because all of the hanging train cars are near impenetrable defensive locations for any team that wants to play Caustic/Wattson. In late game circles you just can't do anything about a team that's up there. There's no route up that's even remotely safe, and even if you were to land on their roof, there's no way to force an engagement without dropping inside which is at best, a 50/50 (though these odds are much worse if you're dropping into Caustic gas).
- Harvester sucks because line of sight is obscured in every angle, so you can't see anyone coming and the harvester itself makes non-stop noise making it very difficult to hear footsteps in this space. Meaning as teams rotate from fragment or sorting will roll up without any notice.
So between all that, you have a lot of fights, which in my opinion, are just bad by design mostly due to issues with obscured or hidden information. Apex audio (and headphone audio in general) and constantly obscured sightlines really harm fights at fragment, impacting their readability compared to almost any other space on any of Apex's maps, and then places like train yard are just annoying because they have positions of power that are easy to acquire, and very difficult to circumvent.
I think this design emerged because for whatever reason, a lot of the early S1 and S2 community were Titanfall players who had a tendency to idolise angel city. Angel city is a map design from Titanfall 1 and 2 that's packed with rooftops to sit on top of, and occasional 3/4 story buildings. In theory it's fun because have folks wall running all over the place in that game, so the movement is very fast and no one is sitting in one space for too long, but I think the design doesn't really work in Apex Legends because you just see teams sitting on rooftops, holding angles on stairwells and whatnot.