I wish I had read some of this background before running the module. The big issue is that there's not enough of a foreword explaining the out of game purpose of the dungeon, essentially being that it's meant for competitive play and you get scored for how well you do. I ran my players through it as if it was a standard dungeon, although I did create a boss fight at the end because I had noticed that it's a bit anti-climactic.
I think my biggest issue with it is that so many of the encounters are interesting only if you interact with them. Well, the first couple of hours are interesting but the PCs eventually learn that nothing in the dungeon seems connected to anything else (apart from theme, the dungeon's just a big non-sequitur), so they eventually just looked for the exit. Sure, there's a bit of treasure here and there they were missing out on, but if the standard 9 out of 10 result to interacting with anything was to get punished in some way, the standard PC behavior becomes "don't interact with anything if you can avoid it", which has been well documented with this adventure. Interacting with the adventure just becomes Lucy with the football- "Ha ha, fooled you again".
I think White Plume Mountain was a bit better with making the interactions more interesting and required as opposed to a punishment. It's just as weird, and I'm not a fan of making adventures that focus on the player as opposed to the character (so many riddles and other mental challenges), but I guess you can get around that by telling your players before hand to try to think through mental challenges themselves, and not care about whether their character is smart enough.