It's got a good foundation, but is rather shallow in some areas, plus gearing has some issues too, I'll elaborate on the issues and how to fix them below.
The game seems to have been rushed at the end, as there's only 10 missions plus the bonus dungeons that you unlock during the main missions, the main missions aren't in a linear order either, so the story itself is only loosely connected. The game should honestly have been delayed so the jungle levels and more could be added to a more linear and connected story, I'd also maybe go for a more open world like Diablo has, where you can literally walk from one area to another without a mission table, having several camps/inns/villages in between mission areas you can rest at.
Gearing, the system we have is ok, and would be fine in a normal game like this, but only having randomized loot with no crafting is kinda weird for MINECRAFT Dungeons. I will admit that I do like the idea that certain types of items drop in certain areas is ingenious and something that Diablo could start doing too, but I do wish that you could craft gear too. There also needs to be more types of gear, specifically artifacts. You should be able to find materials around the world and in chests, these can be used at the blacksmith to make gear of your current power level or better, depending on what you use. Recipes are unlocked simply by finding an item in the world/traders. The wandering trader would be where you can buy random items, but you get to see what he'll give you first, he sells items of all types now since the blacksmith is now for crafting. You're also guaranteed an item from golden chests and darker chests always give an uncommon or better (artifacts ignore this rile), the grey chests give materials guaranteed and sometimes drop a common or even uncommon item. Enchanted mobs and boss mobs are also guaranteed to drop items, given they're a pain to figh, level t bosses always drop a rare or better.
The gear itself should also be expanded on and modified, enchantment slots are now determined by rarity, with each guaranteed to have 3 options, commons only have 1 slto, uncommons get 2 slots, rares have 3 slots and unique items have 3 slots plus a 4th intrinsic one that is more powerful than normal. Powerful enchants should probably be removed or at least be swapped around, given many are actually worse than most normal enchantments. New artifacts should absolutely include more soul based powers and also more quivers, as those two categories feel rather shallow. Armor should be split into 3 parts: body, legs and head, each having only 1 enchantment slot, unless it's unique of course, rarity instead boosts the innate buffs of the gear, with each type of armor having a set Bonus if you're wearing all 3 of the type. Artifacts should also get an enchantment slot, with traits that buff certain types of artifacts and some that are unique to that Artifact, rarity of artifacts is simply used to denote how hard certain ones are to find, unique artifacts are buffed versions of regular counterparts.