The DragonLance modules were far from the worst; some were among the best.
There are a few encounters in DL1 which made the railroad unacceptable (elven Rangers - I'm looking at you), but the entire design concept in terms of the story flow was VERY new to what had essentially up to that point been some pretty lame location based advantures which were almost entirely of the Old Skool dungeon designs where "plot" and "motivation" was something that was almost entirely absent from the adventures' "story".
What became obvious in terms of DL1 and DL2's flaws were corrected in later module designs within the DL series. These are only "obvious" mistakes now because of Tracy Hickman's and the rest of the DL design team's initial work. Somebody had to be first to make the mistakes in order to correct them. They blazed the way in both capacities. They deserve to be cut a little slack.
We seem to go through a DragonLance hate thread every year or two on EnWorld. The conlusion is the same in most of the threads, so why not try and cut it off at the pass before we spend another 50-100 posts on it, shall we?
It comes down to this: DragonLance was released ca. 1984 and was the first module series directly supported by novels. This was the real problem, as the tendency of DMs' to try to "force" the characters playing the module to do the same thing as the characters in the novels was repeated time and time again and colors the experiences and recollection of most players. Those problems had exceedingly little to do with the design of the actual modules themselves, but was a consequence of the novels and the age of the players and DMs involved. There are a few exceptions to this - but most of those over-arching railroad problems were fixed by DL6 when the obscure death rule is wiped from the game's design after a fan backlash.
A lot of the DragonLance module series designs were, in fact, quite brilliant and original. DL4 is an awesome dungeon, as is DL6. The War fought in DL8 and 9 using the Battlesystem rules was very entertaining and innovative and the artwork stunningly detailed and superb.
To this day, the map for the Tower of the High Clerist in DL8 has NEVER been surpassed in detail and size in a single structure map depicted in any other module product published by any other company in any other product line since then -- and they've had 25 years to equal it since the map to the Tower of the High Clerist was released. TWENTY-FIVE FRIKKIN' YEARS. That's a Looooong time folks.
So be a little more balanced on the "DragonLance modules suck" stuff.
I would argue that DL10 and that module's '"dreamtrack design" was incredibly clever and allowed a DM to wipe out his entire party of players with maniacal glee in a TPK - more than once in the same adventure. The value of the look on the player's faces during that event alone was well worth the price of several of the DL modules.
In the end, people recall their experiences with the DragonLance modules as much younger players or as much younger DMs -- and in the vast majority of cases, the real problem with the modules related to the age of the people who were running them and playing them -- and the fact that the DM and players both were far too hung up in recreating the stories of the modules as depicted in the novels, as opposed to actually playing and creating their own stories.
Played on their own, with original characters and without a DM bound and determined to try to make the PCs do "something the way they were supposed to", the DL modules were among the very best modules released for either 1st or 2nd ed.
There is also no doubt that in terms of impact on modern adventure design, the DragonLance series had probably as great an impact - indeed, maybe greater than any other module series ever published, in all of FRPG history. Yes, that "ever" would include Keep on the Borderlands and GDQ1-7.
The plot based structure of the DragonLance module series remains with us today and lies at the core of Paizo's Adventure Path design.