I like variety - traps, monsters, abandoned rooms, choice of paths. I also like for them to make as much sense as possible (i.e., if the Bad Guy is to be found past a deadly trap, their either needs to be an alternate way for them to get in/out or a way to get past the trap unscathed). At best I like semi-random dungeons or planned dungeons - as I said, I like for them to make as much sense as possible (partly so I feel like it would be possible to "solve" or predict what I might run into). Funhouse dungeons tend to annoy me if they're just a series of challenges strung together without rhyme or reason. I think the only one I've given a pass to on that is White Plume Mountain, as it's got a bit of a story behind it's layout (it especially makes more sense after reading Return to White Plume Mountain).
I'm not the type to run megadungeons, but I'm also not much for dungeons that are just a room or three. I like my dungeons to last a session or two, but have chances to "come up for air" and interact with the larger world beyond the dungeon.
I don't have anything against non-standard dungeons (inside a tarrasque, etc.), but I feel they are best when only used rarely.