I can deal with a bit of magitech, especially in a kitchen-sink world like FR. It's not my thing particularly, but it's not horrendously out of place.
What bugs me with this sort of thing is when the worldbuilding implications aren't taken into account. All the magitech is very fine, but tech is tech - is this tech that the PCs can use, or learn, or make themselves, or is it just lazy arbitrary 'it's magic!' handwaving? If the whole thing was put together by wizards using the magic item creation and spell permanency rules, who were these wizards and why did they devote such a horrifying amount of their time and energy into making something like this? Can my PCs find them and bribe them into giving up the secret entrances? Why aren't all these precautions standard in every prison/vault/dragon hoard/evil lair in the world?
I'm all for fantasy heists, but if I'm running a fantasy heist i want to run a FANTASY heist, not a scenario stolen from a modern-day movie with all the tech replaced on a one-to-one basis with magic items. D&D has been around long enough to have its own toolkit and set of options and limitations to run a heist with, enforcing a completely different genre on it by DM fiat seems lazy.
It's a matter of taste I suppose. I hate it when adventures introduce a concept or item that would have huge setting implications, but it's only used to cut down on the options that PCs have in one particular adventure and is never seen again, and certainly the PCs never get to use it. The puzzles from Tasha's were another example, a chapter of stinky poop in an otherwise good book. All these puzzles to open doors or chests or whatever, and for the entire challenge to work the book just has to arbitrarily declare that the locks can't be picked, the puzzle can't be mechanically disabled or opened with spells, magic can't be used to bypass the door, etc etc etc. The DM decides the PCs are going to have to solve a word puzzle, and nothing else would do, no matter if the rogue has spent their lives becoming the world's best safecracker or the wizard knows every infiltration spell in the realms.
Adventures should make sense in the context of the world. I'm not sure Revel's End does.