I have run A1, A2 and A3. The first two several times, but the most recent and successful was in my "The Oath" 2E campaign, in which I ran an adaptation of A1 and A3 (throwing a Dungeon adventure between them for some extra XP). Obviously, I did not have A3 end with the railroad the tournament version is written to end with.
C1 led to the TPK that ended the above-mentioned campaign. I placed it on an island where the old Olman culture was replaced by vegepygmies that worshiped a T-Rex (as the dino is carnivorous it never thought of them as food) and they would try to get it meals as sacrifices. The PCs fell into the shaft leading to the temple's lowest level (as in the tournament version) while running from the T-rex which was way beyond their level to defeat. They were killed by the Nereid/Electric Eel encounter of all things.
I ran C2 in the foggy days of my early D&D experiences, so it doesn't really "count" to me - I do have it on reserve in a special place in my homebrew in hopes of running it one day (perhaps my current campaign).
I ran C3 in that same campaign when they were around 3rd/4th - except, I did not have access to the module anymore so I made it up (including maps) from the memory of having run it 2 or 3 times before. The gingwatzim and all that was lame, but I liked the setting of the thing.
I own C4 and C5. I have never run C5 and C4 only in those afore-mentioned foggy days. I had planned to adapt them for my "The Sign of Four" 2E campaign if they had failed to rescue Prince Edmund in N2 - Destiny of Kings (great module!)
The Gs and and Ds are all from the early days, though I also played through G1,2,3 and had a hell of a whole lot of fun, back in high school days.
I own Q1 and have read it. Never played or ran it.