I have also had my players request more puzzles. Unfortunately, as others have mentioned, puzzles are very hard to work in believably.
"Believably"? I know, I know... but forget elfs and wizards and fire-breathing flying dragons... dungeons themselves are unbelievable.
Anyway, I think the point of the dungeon is to challenge the players, not the characters. The characters can get challenged or not based upon a mathematical analysis and/or balancing act on the part of the DM. That's just math... nothing more, nothing less.
To me the real fun is to make the players have to exercise their minds. So I don't mind throwing in Fibonacci sequences and puzzles that rely on modern principles of chemistry, optics, etc.
Ultimately, it only comes down to this: is the situation set up so that only the lucky die-rollers win, or is it set up so that only the smarties win. I like to play games oriented toward the latter.
Though that is not to deny that there's always an element of risk management. But back to the point about realism and believability... risk management is metagaming as well. I've stopped seeing metagaming as a bad thing. In a lot of ways, it is the game.