So, basically you have no argument other than to repeatedly state that treasure in 1e modules was really hard to find, despite the evidence presented that this wasn't actually the case.
If the goal of your argument is to convince me, then it is relevant that your "evidence" is not well enough supported to do so. If you don't want to convince me, my opinion is irrelevant to you.
Upthread, Q agreed that there were a number of things that he couldn't take into account in his analysis. There is nothing in his evidence, AFAICT, that suggests that more than a percentage of wealth/XP possible would ever be gained by a party going through any of these modules.
You've asserted that the treasure in 1e modules should be vastly discounted because it was soo very hard to find. This assertion has been investigated and refuted with concrete examples.
A concrete example would require detailing what is necessary to find said wealth, both in terms of where the wealth is and in terms of where the wealth is not. Something does not have to be
soo very hard to find, if there are other factors that prevent you from finding it.
As a simple example, if there is a 100% chance of finding X if you look in the right square, then the chance of finding X is determined by the number of possible squares compared to the number of squares you look in. I.e., if there are 10 squares, and you look in 1, then the chance is 1 in 10. Likewise, if there are 100 squares, and you look in 1, then the chance is 1 in 100. The item may not be more cleverly hidden in either square, but the odds of finding it have changed.
The more linear a path a module assumes, the greater the chance that you will investigate any given square. Thus, for example, treasure hidden in modules like Keep on the Borderlands or Forge of Fury are less likely to be found than treasures hidden in, say, Barrow of the Forgotten King.....or the really linear Slave Lord module with the aspis (Something of the Slave Lords).
The use of wandering monsters in earlier D&D intentionally prevented most parties from searching every square inch of a place. Similarly, some modules (Inverness, Tomachan) used other time constraints to prevent the PCs from searching everything. Stay in the Ghost Tower too long and you disappear with it. Stay in the Shrine too long and the poison kills you. These factors prevent PCs from having the time needed to search everything, everywhere.
If there is a 1 in 6 chance of a wandering monster after every combat, and a 1 in 6 chance of a wandering monster every hour, and it takes 10 minutes to cut open a monster and search its insides, one soon realizes that, if the DM is following the DMG guidelines, not every monster's tummy is going to be turned out on the off chance that there is a bit of amber in its lower intestine.
7- "intermixed with the old carpeting and rags of [the ogre's] bedding" = elven cloak
How likely is this to be found? Depends very much on the DM.
PC: We search the ogre's bed.
DM: It seems to be made of old carpeting and rags. Ten minutes searching uncovers no hidden bags or chest. (rolls for wandering monster, a 4, so there is no encounter).
or possibly
PC: I'd like to take a closer look at those rags. There might be a magical cloak or robe in there!
DM: Going through all of the bedding will take you about an hour.
PC: Never mind.
or possibly
PC: I think we can spare the hour. Bob, you go watch the door.
DM: You spend about an hour. Everything is pretty filthy and torn (rolls die for effect), although there is one cloak that looks like it could be usable if laundered. It smells pretty badly right now. (Rolls wandering monster die, a 1.) Bob, while you are watching at the door.....
8- in a pool of water, under a skull = a pin worth a total of 2,000gp
How likely are the PCs to investigate everything in the pool of water? Even if they do so, how likely are they to find the skull? The pin? Again, this is non-quantifiable.......
but is nonetheless significant when determining what is likely to happen in actual play.
On top of which, the notes in modules like Steading of the Hill Giant Chief and Keep on the Borderlands make it clear that, should the PCs attack and retreat, the treasure (and the monsters) might not be there when they get back. The Hill Giant Chief, for example, could fall back and reinforce the Frost Giant Jarl. Mostly defeated humanoids in the Caves might leave while the PCs are resting up, taking their treasures with them.
I don't deny that Q's thought experiment provides interesting and thought-provoking data. I do deny that it is relevant to actual play experience. Moreover, my experience having played some of these modules with several groups suggests to me that Q's conclusions about rate of advancement and treasure gain are wrong.
When I say that I am unconvinced, it is because Q has not demonstrated evidence sufficient to address my objections (as described above), nor to overide my firsthand experience with (some of) the modules in question.
RC