
The character progression in the earlier editions was designed to let character advance out of the low levels relatively quickly, then linger at the mid-levels for a time. You had time to explore what your character was, and what they could be.
3.* changed that so that level advancement was at a steady rate, and it became far too easy to concentrate on what your character was about to become, rather on what they were.
The old Save system was fraught with conflict: What if someone cast a death spell from a wand or staff? Did you Save v Death or Save v Rod/Wand/Staff?
Your mileage may vary on that last one.or violate basic conventions of D&D (or of common sense).
I guess what I'm getting at is that there were good and bad parts to both. I think, overall, AD&D was my preferred system... but that could just be because of a biased nostalgia.
I seem to recall a lot more rules lawyering then, since a lot more was RAI instead of RAW. Where there is wiggle room, there are lawyers, and 3.5 nailed down a lot of loose boards (if you get the analogy).3.x gave birth to rules lawyers
More or less, those are my thoughts/feelings as well. Personally I will always like/love AD&D a lot more than 3.x.
As contradictory as this might sound, IMHO 2e caused less headaches. The DM had to resolve the rules conflicts on the spot, without having to go digging in some book, simply because there were no rules for most of the complications. Thus there was more room for storytelling/roleplaying, drama, suspense and the like. Combat moved faster, was more cinematic as I remember it, and characters relied more on the players to be unique.
3.x is a great system. Very well thought off, makes cense, while still keeping the D&D flavor alive. Feats are nice, skills work smoothly and PrCs offer plenty of mechanical differentiation.
...and in order to do all the above, 3.x got very complicated in this very attempt to nail everything down. 3.x gave birth to rules lawyers and evolved min/maxing in an entirely new level, things that I would have been much better without. I have the feeling that all those well thought of rules still get to smother Roleplaying/Storytelling to an annoying extent.
Again this is just an opinion, probably enhanced by my feelings for AD&D.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.