I didn't enjoy the new time-limited zones very much the past couple tests, and here's why. You only have a short time in them, during which you have to run around like crazy trying to find Stuff. You want to spend as little time in each street as possible -- this is bad in and of itself, because it means while I'm in these zones, I'm waiting for streets to load a lot more than I am actually playing the game! Worse, Stuff comes from blue flags. Blue flags are removed when any player touches them, and take a long time to respawn, relative to the amount of time you can spend in the zone. Therefore, it is strategic to avoid other players. My experience was that if there was even one other player on a street, it wasn't worth checking that street for blue flags, I should just turn around and go try another street. But an awful lot of the fun of this game comes from interacting with other players. If I'm avoiding everyone else I'm not having a good time. It does not help that my take seems to be no more than five blue flags per 10-minute window, of which only one or two is an item with interesting uses outside the time-limited area (my best ever run scored two seeds).
Street construction is more fun in this area (for me, whose Glitch still lacks a lot of the high-level skills) because the time limit and cooldown means I'm more likely to find a project where the things I can do aren't already done. But there's only so much construction that can happen before the zone is full, and as the time-limited area gets bigger, it gets harder to get to a project with enough time left to actually do something. (I have not yet learned Teleportation IV and don't expect to do so anytime soon.)
I think the area could be made a lot more fun with a little bit of tuning: specifically, I suggest that blue flags should be instanced (so whether I see any is independent of whether other Glitches in the zone see any) and rather than respawning on a timer, the game should flip an unfair coin for each potential flag in a street when you enter, with per-flag probability somewhere in the ballpark of 1/3 (the streets seem to have three or four flag locations each, so you'd average one flag per street). This could then be tweaked up or down as game balance requires.