Keep this thread focused, please. No more "conspiracy!" nonsense.
I hope after all that, that I am allowed to chime in.
I have read the whole thread and there are points that haven't come up.
The WoTC philosophy for adventure design is entirely wrong. The problem with these adventures is that they are all designed to a formula; they are entirely formulaic. The mechanics are also in the FOREGROUND in all WoTC adventures whereas they should be in the background.
It is like the three act model, and all those other models of how to write a book or a TV programme. And yes, those things are successful.
But we have all seen them SO many times before that they are now boring and passe.
I want to see something where I can't see the 'role' the NPC is meant to play; I want to see them written with some integrity and reality. Otherwise they are just sock puppets who are meant to be killed.
I want locations and encounters that are not there 'just to advance the story' but are there instead to make the world seem to live and breath.
Combat is a part of stories and fiction solely there to provide drama, but endless slogs with monsters and NPCs I don't care about have zero drama.
The monsters need to have names, to be foreshadowed and should not just be there to die. It all just makes no sense otherwise.
So if you want to invent adventures that have a touch of genius; throw away the WoTC 'guide to writing adventures'.

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