For Organized play, especially for characters that only get play time at Cons the accelerated advancement is nice. Levels 1 and 2 taking a bit longer is more like a normal non-OP experience with the game (previously characters would skip level 2 entirely with a 4 hour module). You can start a character Friday or Sat and play a Tier 2 module on Sunday over a weekend Con.
Although the gold seems too tight, I like that it is more equitable for characters that are altruistic or law abiding compared to 'needing' to grave-rob, be mercenary, or always be begging the poor villagers for more rewards. You can roleplay your character as greedy or benevolent, unconcerned about finances or penny-pinching as a character choice without it mechanical giving advantage to your character or setting them back.
For the numbers the adventures had wide variance on treasure - ToA and most recent AL modules were very light on treasure while certain adventures, especially remakes of previous edition modules (TYP), might have crazy treasure compared to the 5e scale.
But the main issue is the way hardcovers are designed with treasure dribbled out until you get to the end with a big payoff in the last chapter(s). In AL, you could get the big cache in the last chapter of LMOP, snipe the big haul at the end of HotDQ, plunder Castle Ravenloft, loot farm SKT, and cherrypick whatever chapters in the other Hardcovers that offered the best rewards. Combined with gold now being useful (buying potions, and scrolls) it needed a fix.