It's on my list for a homebrew campaign. I've run a 2E and 3E campaign there around the Time of Troubles, and it's just rich besides. Problem is, my original books are in fragile shape and my maps are in tatters.I am planning to run a Dale campaign next year for all the reasons listed by the OP.
It’s a great idea. There is relatively little DMGuild stuff for the Dalelands. Two or three new products. I’ll definitely check out yours once it’s released.I'm also a big fan of the Dalelands for all of the listed reasons! And for many years now, Myth Drannor has been something I've wanted to use in a campaign, but I felt the Ruins of Myth Drannor lacked details for me as a DM to run. It had tons of details, but a lot of it was focused on the groups around Myth Drannor - good info but not enough to prep the feel of the city itself.
But the idea stuck in my head for many years. I know Myth Drannor was restored during the D&D 4th Edition era, but then during the Sundering the City of Shade floated over from the Anauroch and crashed into it. This bit of details, tantalizingly small from the Sword Coast Adventurers Guide, was enough for me to want to dig into it more. So I did! I just finished writing up a Myth Drannor supplement for DMsGuild that provides details, magic, and monsters for using the now shadow-filled ruins of Myth Drannor in a campaign. I've got 20 power groups with their interests laid out in the city, and a map with hexes for exploration. I use the Journey rules from the DMG with encounters and flavor text, and I've got a Danger Rating system for escalating tension in the ruins. Here's the map I worked up in Inkarnate for it!
I'm hoping to get this supplement out by the end of the year, but I want to put my paws on the new Forgotten Realms book to adjust to any new or changed lore for the Myth Drannor region. I think the timeline moves up to 1501 DR for the new books too, so I want to accommodate that.
I’m hoping there will be a detailed base map in the new books. I think I saw a preview somewhere. I can use for an online campaign.It's on my list for a homebrew campaign. I've run a 2E and 3E campaign there around the Time of Troubles, and it's just rich besides. Problem is, my original books are in fragile shape and my maps are in tatters.
There's the old 3E mega-module, Axe of the Dwarvish Lords.I do think the Forge of Fury adventure from 3e and Yawning Portal would make a brilliant stand in for the ruined dwarf kingdom of Tethyamar. A million times better than the attrocious map in Lords of Darkness.
Are there any other adventures that would translate well?

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