Psion said:
While I agree that there is some good stuff in 2e, you are just digging your own grave here. You have named several modules on my "crap" list... Faction War, Die Vecna Die, the Apocolpyse Stone, the railroad-fest DL modules, and book two of the Night Below, just to name a few.
Now Undermountain, Squaring the Cirlce (from Hellbound) and Dead Gods, on the other hand, are good stuff. Better than anything published for 1e, AFAIAC. (I am still slowly working on an undermountain conversion.)
Faction War, Die Vecna Die, and Apocalypse Stone are all "destroy the campaign setting" modules, so they won't appeal to some. But since I don't think a campaign is complete without it being destroyed (Moorcock and Final Fantasy influence), these modules are indespensable.

As for the DL modules, they're only a "railroad fest" if you run them as such... they make for great epic play. I'd love to see someone come out with another world-spanning epic, "save the world" quest like that one again. (Once again, the influence of Final Fantasy on my conception of gaming is shining through).
As for book 2 of Night Below, it looked just as good as Book 1 and Book 3... I'll be running it shortly. The Rockseer Elves will be interesting, interacting with my Elven/Elven-Multicultural party...
I liked many of them on the basis of the ideas they provided. Theives and Wizards were my favorites. However, the books had no consistency of vision or quality control; they were all done by freelancers with little guiding influence. As a result, they varied wildly in approach and quality. Rules-wise, this made them nigh-unusable. Especially three of the ones you have named: Paladin's, Druid's, and Bard's. (That said, I think that song & silence could have taken a few more notes from the bard book...)
Thieves and Wizards were way to vanilla for my taste. Paladins, Druids, and Bards actually added something to the game- and made my friends want to play characters with those classes for once!
Dragonlance - glad its gone. It never really served as well as a game setting as it did a literary property.
Okay, I'll agree with you there. But I loved the tinker gnomes. And I'd like to see another huge "save the world" quest module.
Spelljammer - had no vision of its own, no underlying conflict to the setting, and forced some lame changes in the cosmology. Glad its gone (that said, it will be making a cameo soon.)
I never played it, all I know was that it was different from most any other setting.
Planescape & Dark Sun will be missed by many. (But in a way, Dark Sun dug its own grave by means of its all-encompassing resolve-everything-at-once metaplot, BID.)
What is it that you people don't like about metaplots? I like metaplots!
Ravenloft - I loved the old Van Richten books. But I really must Vehemently disagree with you that the 3e RL is a shadow of its former self. Have you read the 3e RL book? I think it is a far stronger offering than any previous incarnations of the setting
I'll admit, I haven't read it, I'm just going by hearsay. I would take a look at it, but since I run my own setting and none of the new ravenloft stuff looks very good for cannibalization and absorption into my campaign, I don't plan to buy it any time soon. However, my next campaign is going to take on a darker tone than the current one, so I may take a look.
Part of my appreciation of 2nd edition is romantic- that's what I started out playing, after all, back in 1997. (Not counting the few games of oD&D I played back in 1991-1992, when I was nine years old.) Although I'm 20 now, and a loyal 3e/d20 player, I cut my teeth on 2nd, so it still defines what D&D is to me.