One thing that struck me in the change from 2e to 3e was the ability to actually rely on the rules, rather than knowing that the rules were garbage and I was always going to have to make house rules to spackle over the holes in the 2e ruleset. I went from a binder of house rules in 2e to a page in 3e.
I hated Skills and Powers and wasn't terribly fond of Spells and Magic. But I loved Combat and Tactics, that was the one Player's Option book that I felt kept the core largely intact while expanding on it in a brilliant way.I found the Player's Option books to be questionable myself. Sometimes changing the game way too much for my tastes, I was always a core kind of guy.
This survey is only a couple weeks old, and it hasn't gotten nearly as much attention as AD&D 1E. Strange.
I remember that AD&D 2E was a juggernaut back in the day, with tons of new campaign settings (Dark Sun, Spelljammer, Planescape...) and some of the most popular adventure modules. I thought that more people would have at least tried it, even if they didn't particularly care for it.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.