My opinions:
1E - a lot of really solid adventures... for the edition. Most of them were dungeon crawls with some story to draw the players in. IME, I took the concepts of most of these adventures and trimmed them down to fit within a 5E game. Otherwise they tend to take a long time IRL, causing players to forget the purpose of the adventure.
2E - the only 2E adventures I'm particularly familiar with were the Greyhawk specific ones. These moved away from sandbox style gaming, forcing the players along a railroaded plot. There were a few others that were much better, but still emphasized a linear plot. Oh, there were also the abominable "humor" adventures designed to make fun of Greyhawk.
3E - I honestly never played any 3E adventures. My experiences with 3E were with me updating older adventures and the other DM making his own.
4E - conceptually these seemed okay upon reading, but most DMs I know made their own adventures.
5E - overall good, with a few notable failures (HotDQ prominent).
BECMI - the true winner. Most adventures had a dungeon crawl, but almost all of them had a decent plot. Many also had travel as part of the adventure, taking away the monotony of the dungeon. Plus since the edition had a built in setting (Known World/Mystara) all adventures fit into it, but were often done in a way you could incorperate them into homebrew settings.
1E - a lot of really solid adventures... for the edition. Most of them were dungeon crawls with some story to draw the players in. IME, I took the concepts of most of these adventures and trimmed them down to fit within a 5E game. Otherwise they tend to take a long time IRL, causing players to forget the purpose of the adventure.
2E - the only 2E adventures I'm particularly familiar with were the Greyhawk specific ones. These moved away from sandbox style gaming, forcing the players along a railroaded plot. There were a few others that were much better, but still emphasized a linear plot. Oh, there were also the abominable "humor" adventures designed to make fun of Greyhawk.
3E - I honestly never played any 3E adventures. My experiences with 3E were with me updating older adventures and the other DM making his own.
4E - conceptually these seemed okay upon reading, but most DMs I know made their own adventures.
5E - overall good, with a few notable failures (HotDQ prominent).
BECMI - the true winner. Most adventures had a dungeon crawl, but almost all of them had a decent plot. Many also had travel as part of the adventure, taking away the monotony of the dungeon. Plus since the edition had a built in setting (Known World/Mystara) all adventures fit into it, but were often done in a way you could incorperate them into homebrew settings.