By "Meta-game" I mean a few key things that are usually considered metagaming. Planning ahead based on the players powers, attacking specific characters first, without any obvious sign of who they are (How do you tell the difference between the Paladin and Cleric?The dungeon has seen the difference. It knows who heals better, and it will target them.), and possibly putting an obstacle or two in their path that is damn near impossible for their skill set.
For example, a party with no thief, or otherwise designated-trap-person. Lay a whole floor full of deadly traps, and watch the party throw themselves against it. They pull out to rest? Move the traps up to the floor above that, but leave it looking exactly the same. Move triggers to traps, meaning that different tiles are safe now, while previously safe ones will trigger it. Remove the traps entirely, and watch them waste their time checking the whole floor over again, believing that it has reset.
Make traps for specific party members. Wizard has feather fall? Make a trap that triggers when a spell is cast above it, at which point it opens into a pit. The catch? Immediately below the door is an anti-magic Zone. Barbarian is strong man? Place two traps in positions where they are likely to trigger at the same time. Both of them require a great deal of strength to open, meaning he must choose one of his party members while the other suffers, and potentially dies depending on the trap. The kind of planned rooms that you probably can't get away with without your players calling BS.
One of my players likes climbing things. Constantly, he climbs something and jumps off like he is playing Assassin's Creed. This Dungeon would place traps that activated when he climbed on conveniently placed decorations. Maybe one that launches him straight up 20-30 feet, at which point all but one right within his reach pull into the walls (maybe make it look a little rusted or something. That would be a clue, since everything else in the dungeon is clean). The catch? That one is also trapped, and does the same thing. Now he faces 60 feet of fall damage.
I realize as I am writing this that it is coming off as adversarial style, but I am honestly just thinking of possibilities and examples. Not sure if I would actually do something like these specific traps.