There seems to be this sentiment that (and I'm only slightly hyperbolizing here) that 1e did dungeons correctly and that the only way to bring that back is to do it the same way. I don't really buy that.
Three things this thread has me thinking about:
1. I'm torn on "load out" and inventory management. Back in the day I thought it was fun to look through the official shopping lists and load up on stuff I might need, and conceptually I really, really like the notion of being worried about running out of torches. But in practice it usually ends up more clerical than actually exciting. I'm not sure what the right solution is. (Again, without having played it I'm attracted to this solution in Five Torches Deep.)
2. I'll admit I hadn't really thought hard about the impact of cantrips, and more flexible spellcasting in general, and I think there are some valid points made here. (I'll give another shout out to Five Torches Deep, for reining in the power of cantrips.)
3. I prefer a middle ground between the old TSR approach to "player skill" which (at least in the way I experienced it) required players to keep asking questions until they asked the correct one, versus the way most people seem to interpret the more modern style, which is a statement of character action resolved by a dice roll. The middle ground I like involves telegraphing and a combination of player skill and dice rolls. (It also seems to me that this middle ground is the intended 5e style, but the authors are a little vague about it so a lot of people choose to bring in a 3e playstyle.)