Yeah the original point of the quest seems just to teach the heroes a little humility and get them to work together with the final gold reward being the only thing they are striving for (in the unlikely event they actually win). Otherwise after their (likely) failure, it's off to "the Trial" in the original plan (a difficult, but much more forgiving experience where their actions really DO matter). Then later they seem to have realized how tough and even demoralizing it can be for players that are not hardcore like us (who don't really need such an introduction to begin with) so they shied away from it in favor of Doug Hopkins' "New Beginnings" instead. I can have some sympathy for Stephen Baker here not only because he was away from the game for 30 years and was invited back as a guest writer on the revival, and not only because he was more familiar (I'm sure) with the European rules of the game from back then, but also because at the time there was no promise that the game would come to retail, and for all he knew, the people who would be playing Rogar's Hall (which was like a preview or teaser to get people pumped for the release) would probably be middle aged hardcore HeroQuest fans like us, not wimply little kids who those grumpy adults are trying to introduce to fantasy tabletop gaming with their old favorite.
STILL, out of respect for Mr. Baker and his legacy to HeroQuest, as well as historical interest, I hope they do put it into the Companion App, even if it would require incorporating the new mechanic over the "death save" treasure cards. It would seem fairly simple (I don't code) to just have the system put up a screen when the hero dies (similar to the "stuck inside solid rock/undo" feature that was recently introduced) IN THAT QUEST ONLY like saying "Zargon should take one of the Healing Potions and immediately use it on the hero. There could be a screen that has three check boxes for each of the three potions of healing. Before the quest begins one of the pop ups should remind Zargon to remove the three Potions of Healing from the Treasure Deck and set them aside for when a hero dies (without a death save). It must not be a high priority on their list that they haven't added it so far, but then again look how long it took to add the Guardian Knight (they were probably still smarting from that apology they had to make and maybe wanted to wait until it was a sure thing that the character was coming back in a future retail release... the Mythic heroes were in there from day one which is a nice courtesy to Haslab backers but removing them at a later stage would have surely upset them even if they wanted to remove the sting of reminding the majority of users that they missed the Mythic set's extras).
Here is how I see it happening in the hypothetical app update in the "Hasbro Pulse" section: Maybe Quest 00 or "quest X"?
"The hero has died. If they have an unused Healing Spell and have not yet taken an action on their turn, they may use it now to restore 4 lost Body Points to escape death. Otherwise Zargon should take one of the Potions of Healing cards and use it to revive the hero and then this card should be discarded." and then you could click to check off one of the potions or click undo (or "save") for the hero to be alive if it was the case of a spell. For all they know you could be playing this with the Rogue, Knight, Warlock and Bard or Druid...
A possible tweak would be to have the three healing potions just automatically restore 4 BP, but played as written it should prompt you to roll 1 red die to see how many Body Points the "dead" hero gets back (1-6, and not over maximum). Rolling a 1 is going to be a bad day!
The random spells thing is kind of already taken care of with the Frozen Horror who has a variety of spells (though some spells he never seems to use) whether its the first time only (probably) or every turn. Natcha Goblins isn't a big deal since we've seen special monsters with special rules before, though not usually as wandering monsters (MOTM had werewolves in one quest as WM, and the GS had Uller's ghost as a non-standard character for WM).
The lack of continuity with other quests doesn't matter because the App doesn't "remember" what treasure you have at the end of a quest, that's up to you to keep track of. As for losing your equipment if you die in an area with no heroes (but monsters later enter; or always in the case of a Total Party Kill), I would assume that is the case. But you get your "Starting equipment" back on the next quest, because this was intended for basic heroes and it "didn't really happen" (it's a magical illusion, despite giving you bumps and bruises, just not real fatalities!). The only thing that matters playing "Rogar's Hall" is the journey.... and the reward is just a nice bonus if you happen to make it through.
I wouldn't mind at all trying to play this quest on the Stream one of these days, just to show people what can happen, if they didn't know already from reading this thread.
PS: I have often wondered if perhaps they won't just slip a printed copy of Rogar's Hall into Prophecy of Telor (it rounds out the set to the number 14 just like the game system booklet, right?). But if they do this, you miss out on the "added value" of having the free Rogar's Hall quest being out there that is not present in the book so you can get it and enjoy it whether you choose to buy that or not. After all the only special feature was the Mentor figure which nobody will have even with Prophecy of Telor (right? or maybe we'll get on there too, even if an alternate sculpt since that was supposed to be an "exclusive") which the App prompts you to just substitute the Dread Sorcerer figure (just like you would Sir Ragnar or the Witch Lord later on) for if that miniature isn't available. At the very least I think making the link to find Rogar's Hall should be made more prominent so it's easier to find for those who want to run that quest as Zargon for their hero players.