My stuff is mostly homebrew as well, but I'm totally thrilled to hear the end of the "all delve format" adventures. The delve format strongly encourages adventure design where each of the encounters has roughly the same level of complexity, discouraging the natural rhythm of trivial encounters, challenging-but-winnable encounters and seriously dangerous encounters that makes the game fun. Most of WotC's adventures read like nothing more than a series of combat encounters and skill challenges connected by a thin trail of story with little interactivity outside of the encounters themselves. Even when there is story (like the WoBS modules), it's hard to keep track of how the story connects to the combat encounter at the back of the module.
If I were designing a module, I would have some (downloadable - must be downloadable!) two-page spreads containing the common monsters in a section of a dungeon. Once that spread is available for reference, all the DM needs to run the encounters in that reference spread and the content for that encounter (context, story, developments, traps, one-off monsters and/or treasure, all as appropriate). Only important or special encounters would need a two-page spread of dedicated information.
-KS