Sacrosanct
Legend
But surely consistent rulings are assisted by clear rules and mechanisms. I think their are some costs with leaning to heavily on DM rule interpretation. My experience in AD&D was that significant aspects of the game - especially stealth and some aspects of social activity were just avoided and the game style space narrowed to dungeon crawling. I also guess I want my DM to set the context, run monsters intelligently and engage - not to be tied up micro managing rules. Furthermore, given how hard it is to get together these days, I would rather play the game than have long debates about rules.
Never had any of your problems. That isn't to say the don't exist (obviously you feel they do), but if those were significant problems to the majority of the player base, then one would think they would have been addressed sooner than 25 years into the product's lifespan.
For example, none of those things you say were avoided were in my game. In fact, they occurred a lot more than in 4e (where the majority of gameplay revolves around combat). Most times you just role-played out social interaction. If a check was needed for some reason, most often a plain old ability check was done. Simple, quick, and didn't disrupt play at all. As far as having long debates about rules, that stopped when I was about 14. It's the DM's game. Even if there was a rule in the book that didn't jive with the DM, it's the DM's game. I'll go back to what I said earlier. If you don't like your DM, find another or DM yourself.
I've been DMing as long as I've been playing (over 30 years) and from my experience, I spent a lot less time managing rules in AD&D than I ever did in 3.x. My feeling from feedback from other DMs over the years is similar to mine in that regard: 3.x was a bitch to DM compared to other versions.