You know, I thought this about Leomund's Tiny Hut myself, but actually, reading it again recently, I realized the 2e version is in some ways worse.My personal top tier:
- Leomund's Tiny Hut: Very different than what this spell was originally designed for, and is weirdly abusive if you run it RAW.
- Counterspell: Very anti-fun spell, could use some adjustment (Level-ups change to it is a solid tweak).
- Hypnotic Pattern: Too good and too good an area for 3rd level.
- Any AC boosting spell that's concentration (like barkskin or shield of faith). Concentration should not exist for these spells.
- Mordenkainen's Sword: A unforgivably weak spell, needs a major boost.
- Weird: 9th level?.....riiiiight.
- Circle of Death: Needs more oomph to be a damage spell of this high a level.
- Find Traps: The spell that doesn't actually help you find traps.
While you can attack into the sphere, you can't see what's going on in there, and that would imply total concealment. Further, the spell specifically states "up to seven other man-sized individuals...can freely pass into and out of the hut", which also implies that no one else can enter it either. Finally, the spell has a casting time of 3 segments, basically 1 action in modern parlance, which makes it viable in combat without shenanigans.
The only real difference is that 2e uses even more "natural language" than 5e, and doesn't specifically call out these things (like leaving "sphere of force" undefined, for example). I'm not saying that this is how the spell should work, but I can now see how we ended up with the current version.