1) Traps. I love them, especially well-designed ones that make for interesting encounters. I have this one where the PCs set themselves up by *not* doing something before they opt to do something, then fight a monster.
Some well-designed, well presented
4e traps. Classic ones, that I can fit into any dungeon anywhere. give me a level, give me the kind of hallway or room, and let it go. Heck, even conundrums. My players love them, and it beats *only* combat sessions with diplomacy challenges.
2) Proper presentation: art, and good art. Take the
3e "Pools of Radience: Myth Drannor" adventure tie-in by Skip Williams, somewhat-related to the game (which I never played). The adventure was cool and had useful stuff. The Art, however, was also fabulous: the black and white inks were done by someone who I believe did some Tome of Horrors stuff, and eventually drew for Hellboy.
3) Battle maps that look good. Heck, I'd like a whole dungeon on one map, or series of maps. However, it needs to be cool, and double-sided. I can use these throughout edition changes.