Hiya!
In response to a few things... I think some aren't remembering (or don't know) that when you play in a game of 1e, rules don't happen "in a vacuum". What I mean is that a "rule" was MUCH more akin to the Pirates Code....more of a set of "guidelines than actual rules".
There were a few 1e groups going on that I knew about back when there was no 2e yet, and one thing I can, 100%, without a doubt, confirm with MY experience was this: Everyone did it differently.
Some groups completely ignored Comeliness. Some groups played it strictly by the book, period, regardless of circumstance or believability. Most groups were somewhere in between, with one group even having PC's "re-roll" their characters Comeliness when encountering a different race! (so your PC might have "COM: Elves, 12 // COM: Dwarves, 15 // COM: Orcs, 9 // COM: Gnomes, 18", etc). Some really interesting methods for using it...none of with were by the book except for those BTB guys.
For me, I use it but pretty much ignore the "Fascination" thing except if it would enhance the current encounter/situation. Then, after a couple of minutes of flirting or teasing...the PC's actual Charisma kicks in and from then on there is no 'Fascination'. I mean, if someone is a horrible person it doesn't matter HOW good looking they are. You know the saying "She/He's would be really good looking....if they weren't so ugly!".
As for the "hetrosexuality" of it all. Well, yeah. It's a rulebook dealing with a stat that every PC and NPC has; they kinda have to go with "most common denominator"...and, as 85% to 95%+ of the population is 'straight', that's what the rules should be based on. After that...well, as I said above, every DM's game was different and handled COM in a slightly different way.
Fighter Specialization: Loved it! Really made Single Class Fighters get back up on top of the whole "Fighting and dealing damage" side again to compete with the new Barbarian, Cavalier and Ranger (Giant Class damage...whoof! O_O ). The "Dart Specialist" was definitely the way to go if you were just looking at "White Room DPS" situations....but in practicality, it was impressive for a few rounds, then...not so much. Miss a few shots and can't find your darts or they get destroyed/blunt and you're a "non-specialized fighter" again. In longer battles, you'd run out of darts before the end. Also, you had to hang back with the MU and Thief...so less "meat shield and target" for the baddies to slow down on their way to kill you and the MU and Thief. Bottom line...we never had a problem with it because, in the end, the drawbacks/limitations evened out over the course of an adventure or campaign as a whole.
UA: Mixed bag, but lots of cool stuff to pick and choose from or adapt to suit your game.
PS: We tried the "Method V" at the back. Once. Didn't take. It just felt... "wrong". Not because of the end results...but because of the idea of "Choosing your Class FIRST, and THEN rolling". Just...weird to us. We all MUCH prefer the "Roll 3d6, in order" with our added in "Basic switch of two stats" and the "B/X 2-for-1 trade" (drop a stat by 2 points to up another one by 1). With our little method there, PC's typically ended up with a few scores around 9 to 12, one below that, and two above. Sometimes someone would get really lucky and be able to play a Monk, Ranger or Thief-Acrobat ("in training"; we always start PC's at 1st Level). But "choose your class first" seemed to absolutely destroy the "rarity" of the 'special' classes (Paladin, Barbarian, Illusionist, etc).
(NOTE: Yes, we did also use the 4d6-L as well; whatever the player wanted; with the 3d6, if you got a horrible set of stats, you could re-roll; if you got the same horrible stats on 4d6...too bad...you played him).
^_^
Paul L. Ming