Many of my disagreements on this board stem from my expectations of adventures, specifically Adventure Paths and campaign adventures like we've seen from Paizo and Wizards of the Coast, respectively. If you want to read my negative commentary, take a look at my Post-Mortem threads.
D&D 5E - Rime of the Frostmaiden Post-Mortem (Spoilers)
www.enworld.org
Here's what I think a published campaign adventure should have:
1) Motivation for the characters (and their players) to go on the adventure.
2) A story/plot/background that the GM can convey to the players - and the logical means of sharing that information naturally within the adventure.
3) Clear goals, which are more or less achievable (by sword, spell, or wits) by the character level range indicated by the adventure.
4) A unified theme building up to a satisfying climactic resolution
5) Consistency and logical story/world building.
6) A compelling villain, antagonist ("conflict" to use a literary term)
Of course you need maps, enemies, encounters, treasures, traps, etc. But without the things I mentioned above, you have an adventure site, not a campaign. There are additional items I prefer to see in my adventures, but I think without the above, you're not going to have a successful campaign without adding lots of additional work.
D&D 5E - Rime of the Frostmaiden Post-Mortem (Spoilers)

Pathfinder 2E - PF2: Second Attempt Post Mortem
I'm posting this to collect my thoughts and share the experience I had running PF2 for a second group in a second campaign. In no way am I trying to fault the players in either of the groups (some of whom frequent these boards), nor am I saying that anyone's opinions of PF2 are wrong. If you...

Here's what I think a published campaign adventure should have:
1) Motivation for the characters (and their players) to go on the adventure.
2) A story/plot/background that the GM can convey to the players - and the logical means of sharing that information naturally within the adventure.
3) Clear goals, which are more or less achievable (by sword, spell, or wits) by the character level range indicated by the adventure.
4) A unified theme building up to a satisfying climactic resolution
5) Consistency and logical story/world building.
6) A compelling villain, antagonist ("conflict" to use a literary term)
Of course you need maps, enemies, encounters, treasures, traps, etc. But without the things I mentioned above, you have an adventure site, not a campaign. There are additional items I prefer to see in my adventures, but I think without the above, you're not going to have a successful campaign without adding lots of additional work.