Echoing two points above: Poster Maps and New Monsters! These are big incentives for me to pick up an adventure (even if I game online, and therefore don't NEED the poster maps).
Two points I will add:
The DMGs are toolkits to show you how to build exciting encounters, including advice on how to incorporate them. All sorts of things from fantastic terrain to mundane terrain to interactive set pieces to, well, anything. But most combats in the modules (aside from Pyramid of Shadows) do not utilize these tools.
The modules should, among other things, be a demonstration, an example to DMs: "This is how you build encounters".
Also, on the topic of "exploration" and such: I'd like to see little things that are curious and fun to fiddle with, but do not impact things significantly. A talking statue. The projected illusion of a trap that is no longer there. Things that will make PCs stop and interact with it. This sort of thing is usually what sticks in the mind after the adventure: the novelty of something. It also lets the PCs do something about it; sort of like how every party has a story about what they did with Meepo, now every party who runs throught eh module will have a story of "What we did to the Statue".
Two points I will add:
The DMGs are toolkits to show you how to build exciting encounters, including advice on how to incorporate them. All sorts of things from fantastic terrain to mundane terrain to interactive set pieces to, well, anything. But most combats in the modules (aside from Pyramid of Shadows) do not utilize these tools.
The modules should, among other things, be a demonstration, an example to DMs: "This is how you build encounters".
Also, on the topic of "exploration" and such: I'd like to see little things that are curious and fun to fiddle with, but do not impact things significantly. A talking statue. The projected illusion of a trap that is no longer there. Things that will make PCs stop and interact with it. This sort of thing is usually what sticks in the mind after the adventure: the novelty of something. It also lets the PCs do something about it; sort of like how every party has a story about what they did with Meepo, now every party who runs throught eh module will have a story of "What we did to the Statue".