Details. For just one example: If your under cover and shooting at targets 100 feet away....how do you recover arrows?
Well, I would imagine after the fight they would stand up, walk a hundred feet, and recover their arrows. Just like real-life archers do. You realize that with a 30 ft movement speed it takes less than 30 seconds to move 100 ft, right? Why would they be incapable of doing this?
But in New School they are at best optional and lots of game choose not to use them.
No? Not in the fact that New School is any different than Old School in this respect. Miniatures have always been optional, and lots of tables have always chosen not to use them, because they are expensive.
And I find the very idea of dismissing a player's question because they didn't study the material enough abhorrent. I barely find the practice acceptable as a teacher in a classroom, and only in the most obvious of cases (like tests). And that is me, acting as an educator, whose job is to teach people reams of information. In a game I'm playing with other people for fun? No. Completely unacceptable behavior.
Agreed. But good trap designs that lead to desirable results should be used often.
Which include things like foreshadowing the trap, highlighting clues to the trap's existence, ect.
You can say Destiny, Fate, Wyrd, Cosmic Chance or anything else.
None of those apply either.
Depending on the D&D edition, the old max levels were high. And it could take a long time to level in Old School games.
An Old School game is a lot more like Episodic TV. The same characters will endless go on adventures week after week. Often for years. Often until the game breaks up from a real world event.
Which is fine, but do notice that even episodic shows tend to have larger sub-plots that take a season to resolve. It is only when you get to sitcoms where everything resets at the end of the episode that you lost semblances of plot. And, notably, DnD even in old school doesn't work like that, because you gain levels, gear, and other things over the course of your adventure.
And if you look at old adventure modules, this pans out. There were series of modules that interconnected into a larger plot. And a New School campaign can still have multiple arcs, look at the first season of Critical Role, which had a series of plots that barely were strung together, each arc being its own thing with its own purpose. Or Dimension 20 where the same thing happens, their school campaign has a different arc each season, that are barely connected. So, the single over-arching plot from session 1 to session 200 is not purely New School and doesn't have no precedence in Old School. And the largely episodic plot structure can be a very New School thing too.