Of the ones I own:
- Aerie of the Crow God is my favourite. No particular reason but it's quite a solid adventure. The add-on bonus adventure is good too.
- Legend of the Ripper does a nice job of making "not a dungeon" effectively a dungeon without being too obvious about it (I'm thinking city levels from Neverwinter Nights, for example. You're still going around opening doors etc., all that has really changed are the skins).
- Bloody Jacks Gold is quite hard, but it should be. It feels like a deathtrap set up by a twisted mind, as it should. It's got good utility since treasure maps and the like can be dropped into any campaign.
- The Haunted Tower is nothing greatly special, but I like its utility. How many times in a campaign do you find the sudden need for a haunted wizard's tower? Change the final room according to taste.
- Temple of the Dragon Cult isn't one of the better ones, although it's still quite solid. I haven't played/run it yet and may just use it to mine NPCs from instead.
- Sunless Garden, IMO, is quite weak, mostly because all the cool stuff happens on Dungeon Level One, and Dungeon Level Two feels tacked on, is tonally different to the rest of the adventure and isn't a very exciting design.
- Dragonfiend Pact is nice for a shorter game, and has some fun encounters in it. The cost to me was 1 GBP, who can complain about that?
- Iron Crypt of the Heretics: refer to comments on Bloody Jacks Gold. It's nice to see traps that are designed to kill and not just provide a CR-appropriate threat (although a pain from the players' point of view). The sub-dungeon with its shades of the Banewarrens happened to fit my campaign perfectly at that point.
Of that 8 out of, what, about 40 now? I'd say Ripper, Dragonfiend, Heretics and Crow God were my favourites. Cult, Jack and Tower are good to have around if you run a free-form campaign where the players set the direction of the next adventure. Of that lot, I'd only say that Garden was one to avoid, despite the nice cover.
(Edited for typos etc.)