You can run the caves as a "save the heir" quest any day of the week.I really don't enjoy this type of adventure, not my cup of tea. I don't understand the purpose. I'll take a save the damsel quest rather than this, any day of the week.
I understand that the premise is to have the DM figure out the story bits for himself, but that kind of defeats the purpose of a pre-written module in the first place.
I'd much rather spend my creative energy writing my own adventure from scratch than trying to make sense of this mess of a dungeon.
So instead of relying too heavily on the DM to accommodate for its shortcomings as an adventure, it relies too heavily on the players to accommodate for its shortcomings as an adventure. I can't say I'm seeing the difference here.
Each of the different "caves" is alright, but even as a sandbox the Cavos of Chaos could use some polishing.I don't think I'd ever run an adventure like this (anymore) for one of my campaigns -- I've come to prefer fairly complex (my players might say Byzantine) plots and a focus on the PC races, rather than monsters.
If, however, I just wanted to sit down and test out a set of rules to see how they held up without investing a ton of effort into motivating the players or adding depth to a game that may be abandoned entirely in a month, this is exactly the sort of module I'd choose.
If the next play test packet comes out with another set of 1st level characters, rather than providing 4-6 level play, I just need to wall off entrance D and we're good to go without any heartburn. If you're upset by the lack of a plot in the test adventure, you're taking it way too serious.

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