This is a good topic, filled with a lot of good points. I wonder if WOTC is aware of any of the common complaints.
I like to think they are trying to improve and make each adventure better than the last but they seem to keep making many of the same mistakes. Which makes me think, they either don't recognize or aren't concerned with the issues.
Some of the issues I see that I'd like changed (in no particular order): 1. stop making the stakes of adventures so big. Adventures can be important on a character level without having to be Realms shatteringly epic. 2. come up with better hooks for introducing characters to the adventure. The justifications given for why people are on the adventures are pretty half-baked in many of the modules, almost as if they were an afterthought. 3. stop making the adventures for the same level range. We basically have a situation here where they assume you are playing one of these modules as a campaign and then moving on. The problem with WOTC trying to write to the sweet spot they identify between 5-10 is that too many of these modules are a similar experience over and over with different details. 4. I recognize the need to make the modules easy to read. However, I think sometimes this makes it hard to use as a DM resource running it. I realize this is a tough balance. 5. Figure out whether the adventure is really an adventure or a sourcebook. Some of these adventures are pulling double-duty it seems. 6. Get out of the Realms. At the very least get away from the Sword Coast. And I say that as a Realms fan. 7. Stop doing Magic tie in books until you have done something else like published a new setting or updated an old one. 8. Come up with a very creative adventure or setting that really wows your audience and steps outside the box. Something like Dark Sun when it first came out. 9. Stop looting the old settings for material and then plugging that down into the Realms. 10. I'm an old school guy going back to OD&D and 1E so I appreciate some revisiting the past but their reprint collections so far are pretty underwhelming and look more like a quick buck for little effort rather than a celebration of the old school modules.
Those are just a few I have been thinking about. There is a final point about the influence of video game design on WOTC adventure design that I think is a conversation worth visiting but I don't have my thoughts quite organized on that front yet.
I hope some of that is of interest,
Monty