I wasn't intending to say that TSR-era was more creative than modern D&D. But the sample size of new ideas if not actually larger (my giant folder of TSR-era books as well as Dragon & Dungeon on .pdf dwarfs my WotC folders seems to indicate this, but I'm not looking to fight about it, lol) certainly feels that way.
And yes, not all of these products line up with each other very well, due to a good percentage of it being written by freelancers, with dubious editing or playtesting (if any). It's simply that there was a larger sample size- a firehose instead of a trickle.
And while I prefer that, I won't say it's better- I had to pick and choose what supplemental material to use, naturally. But having more to choose from was nice. It's a business model that probably isn't sustainable (arguments about whether it was sustainable for TSR will likely never end, after all), but I'm happy to have all of it. Even those wacky green books that very dubiously claimed to allow one to play D&D in different "historical" eras (I mean, the Vikings book has playable mythological Trolls and rune magic, for example), I'm still happy to own, as a potential resource.
It was a different time, and it sure felt like a lot of innovation was going on. But then again, so did the 3.5/4e era, where the game's developers were seeing that some older things weren't working as advertised, and felt it was time to try new ideas.
I still remember the hubbub about the Tome of Battle. Prior to it's release, many, many, many people were complaining online demanding that fixes be made to the "martial-caster divide" (quite real in the 3.x era) and encounter balance. Then ToB comes out, and quite a few people, rather than seeing it as just such a patch, responded with "we wanted it fixed, but not that way!". Little did anyone know that ToB was more than a crazy experiment, but an omen of the future (along with things like wackier and denser Magic of Incarnum or the barely functional Tome of Magic)!
The mistake WotC seems to keep making is that theyreally have no idea how people are actually playing their game. It's not something you can get from a mere survey, that's for sure. Because there's as many different ways to play as stars in the sky.
This isn't to say that D&D should be a universal system. I've bounced off of so many of those it's not funny. As much as we all would love for WotC to pick a lane, D&D has such a big history that there's no way that would make people happy.
I mean, the version of D&D I'd love to see is one where the PHB has the barest bones of rules, and the DMG was full of ways to expand and tweak the game in whatever direction it's players want. But having seen games built that way, I know why you can't do that either- players will look through their book and see nothing to get them excited to play the game. Nothing to hype about, very little to spark creativity or make them say "woah, I want to play that!"
People gripe about seeing more gonzo and powerful options in PHB's, but that's the stuff that really sells players on a game, in my experience. Like when I first bought FASA's Earthdawn. It didn't take long before the art and the layout really sold me on this exotic world. And the feeling I got when one of my friends first saw an Obsidiman and said "wait, I can play that?!". I really felt like I got my money's worth.
Unfortunately, that approach has a big problem. What's exciting for the player might be a massive PITA for a DM to run for. In my own games, I go out of my way to try and facilitate my players fun, but this often comes at a high cost to my sanity (and what's left of my hair)! "@LK@JT()U!!! This encounter is supposed to be really hard and they just cakewalked right through it!!!!"
(but in all fairness, nearly as often, "@(I(%@U$$~!! This encounter was supposed to be average difficulty and it took way too long and now the PC's are out of resources!")
But then I calm down and recall trying desperately not to murder 1st-level PC's in my 2e games and realize this isn't a new problem (until I finally realized starting at 2nd or even 3rd level was a far better idea). It's just the way D&D is.
Well that, or maybe I just suck as a DM. Someone should tell my players!