I wholly disagree with this premise. If there are any kind of "precepts of good dungeon design," they are that the dungeon should test the characters - materially, physically, and mentally with obstacles big and small, regardless of the makeup of the party.
So there should be challenging cliffs to climb and rivers/lakes to swim.
If the PCs don't have one amongst them who has spent points in swim or climb, then they aren't really fit to be adventurers. If the characters come to a small lake they have to swim across, well, calm water is fairly easy to swim across, though the fighter types may have to remove their heavy armor to make it across; same with a wall that needs to be scaled.
You don't have to coddle the PCs and design a dungeon that plays on their strengths and avoids their weaknesses. It's about the PCs overcoming their weaknesses by leveraging their strengths, their skills, using teamwork and cunning.