So, I don't think so. We have discussed 1e AD&D enough over the years that I'm pretty sure I will never end up with my "fixed" version looking anything like your fixed version. What you think is elegant and interesting I find banal and removing the unique charm of the older edition, and probably vica versa. I've said before that I anticipated that my fully fixed version would look a lot like 3e D&D, so much so that I hardly thought it worth it to fix 1e. But to the extent that I am now finding myself thinking about a fixed 1e AD&D, I want it very much to be recognizably 1e AD&D.
No disagreement here. I too would rather it looked and felt more like 1e than 3e; which is fairly easy provided we keep the overall power curve at 1e-level flatness rather than 3e-level steepness.
I don't even think we are asking of ourselves a lot of the same questions as the other. One of the things that I'm asking for example is how many viable builds are their at 500,000 XP, one million XP and three million XP.
I'm not sure I've ever DMed a character that got to 500,000 xp and for sure never anything near a million. Better perhaps to put it in terms of actual level numbers, as we're doubtless using wildly different xp advancement tables. The highest-level PCs I've ever DMed got to 12th; the highest-level party average I've ever run was about 10.5.
And I can't conjecture to much about what is true about your game because every time I do you bring up three more things that you've changed, but I don't think those are questions you ask of your game based on talking to you, and from what I can tell on what you've "fixed" and what you haven't fixed, IMO your game's answers to those questions you don't care about but which I do are boring. I mean look at the things I'm fixing, going back to the dragon thread. Most of them have to do with play above 10th level. I'm not doing a lot of things that are focused on fixing the game in the existing sweet spot of 3rd to 9th level.
Fair enough. As noted above, very-high-level-play design isn't something I've ever had to worry about overmuch.
We're also I think choosing to balance at a different point. While it's a perfectly valid tack to suggest everything in late 1e AD&D was bad for the game, including UA and OA, and to try to balance everything with pre-UA rangers and paladins, I'm more or less explicitly balancing for a post UA environment of specialized fighters and barbarians and cavaliers and rangers and bards at the least.
Yep, we've gone in different directions: we tried (and, I think, more or less succeeded) to take UA and dial what of it we could back so as to balance with what already existed pre-UA. That which we couldn't dial back we ditched, along with that which was unsalvageably bad from the start (hello and goodbye, Acrobat).
I'm not looking for a streamlined simplified version of the game designed to just support the core dungeoneering game loops because modern games have gotten too far from the heroic beer and pretzels style.
Where I'm quite happy with beer-and-pretzel gaming. Different goals, different outcomes, I suppose.
I want a full game system that supports the sort of things I think come up in long running campaigns that go 10 or 15 years and involve 200 sessions and over a thousand hours pf play. I'm not looking for how to run a dungeon and a fight between the party and some hobgoblins.
Same here. Right now I'm at 18 years and over 1100 sessions in this one I'm running (the game I play in is a year senior and a few sessions ahead), and that's what I aim to design for: something that works well enough to be good enough to last without too many annoying glitches and ongoing rules issues rearing their heads. And sure, after 18 years there's some things I want to tweak; but nothing's yet got bad enough to make me shut 'er down and reboot.
And I've found that if I can make that simple dungeon with a fight between the party and some hobgoblins work properly then everything else more or less kinda flows from that. But getting the simple basic stuff nailed down (which, we have to admit, dear ol' EGG didn't always get right) is always priority one.
I don't think we'd ever converge to what you've got going on your 30+ year old fork of the game. Like elves not casting fireball while wearing chainmail? That's a deal breaker for me. That's part of the flavor and lore and iconics of the game. And so forth.
The deal-breaker for me is the in-setting inconsistency of having one PC be able to cast while wearing armour while another of the same class cannot. If an Elf can cast arcane spells in armour it's only natural that the players of Gnomes or Humans are going to say "Hey, why can't I do that?"; and to me both as DM and player that's a very valid question without a valid answer.
And so, to avoid the power creep that comes from letting everyone cast in armour, I took that ability away from Elves. Instead, there's very rare (and hella costly!) magic armour in the game whose enchantment specifically allows arcane casting while wearing it, and any species can use this if they're lucky enough to find some.
And as an example, if I did make changes, almost certainly among the first ones would be one you shuddered at in the thread - allowing Dwarves to be M-Us.
I allowed Hobbit Mages in the current campaign. It's worked dubiously-OK but I think were I to reboot they'd be gone again; or maybe I'd only allow them to be Illusionists.