The treasure hauls of the A series as well as G2, G3, and the D series are futher complicated by the challenges of getting it out of the dungeon. As some of us have pointed out, not only is there the question of looting everything as the methodology assumes, but there's also the complication of moving it so that it counts for XPs.
Not to mention the assumption that the party can perform partial looting, training, and then return to complete the looting without anything having changed during said training time.
Yet, if this is not possible, as has been pointed out repeatedly, much of that treasure may well not count toward XP, as the PCs reach their "cap".
The question has never been whether or not training is available, or whether or not the XP are available under optimal conditions, or whether or not every square inch will be checked, or whether or not it is possible to find everything within a module.
The question, as far as
actual play experience goes has always been "What is the cost of getting those XP". Note that, in some cases (as with level "caps" and the chance of treasure simply not being there on the next foray; or with most of the possible treasure XP being end-loaded), this is a cost that the PCs are effectively paying in XP.....coming directly off the top of what is available in the module.
In some ways, the "apples to buicks" phrase is apt. Q's initial analysis may be viewed as "apples to apples", but by failing to take this sort of thing into account when drawing conclusions, the comparison becomes "apples to buicks".
RC