Heh, yeah, the Complete Guides were really, really all over the place. Some I enjoyed very much - Complete Fighter and Complete Paladin were great books IMO. Others were just BAD - Complete Priest is one of the worst books of 2e IMO. I think that the whole meme of "MUST BE CAREFUL WHAT YOU ADD" really starts in 2e because of the vast amount of things you could add and the real lack of quality control of the splats.
Say what you like about 3e, they did at least try (with varying degrees of success) to control the power creep. 2e could get WAY out of hand very quickly and 1e had the Unearthed Arcana which wasn't power creep but power leaps and bounds.
IMNSHO, the real problem when trying to discuss earlier editions comes from each of us having such widely varying experiences with the game. My 1e game drew heavily on Basic/Expert rules and we played a lot of modules. Plus my own pretty piss poor understanding of the rules at the time as well.

This means that it's pretty hard for me to discuss what 1e was like "back in the day" with someone like, say (and I'm just picking a name here, not trying to start a fight) T Foster who played 1e pretty much straight up without a lot of house rules.
Our experiences were just miles apart. We both think we were playing D&D, and that's the name that was on the books on the table, but, our games might as well have been from different planets. To go back to the OP, it's not so much rose tinted glasses and nostalgia (although there is some of that), but the nature of 1e which encouraged DM's to kit bash the crap out of the game.
It's like we all played Risk, but some people added pages of new rules from Axis and Allies, some people played Nuclear Risk and some people played bog standard. Sure, we all think we're playing Risk, but, there's very few points of commonality between us.