It's also easy to make a bigger deal out of half-orcs and assassins being removed from the PHB and devils and demons being removed from the MCs/MM... but removing monks and psionic powers (for PCs and monsters) from the core rules are even more indicative of the shift in AD&D's identity between 1E and 2E.
Whereas I'd argue that Classic pretty much stayed the same from Moldvay Basic all the way through Wrath of the Immortals and Thunder Rift and was tighter and better designed than either edition of Advanced, except for 2E getting so much more material and naturally more better material if you were willing to sift through the dross. Or do the work of using 2E's homebrewing tools for all they're worth.
(Which is what made it a better ruleset for a high prep wannabe auteur like myself, and worse for people who want to run a no frills game in the lingua franca.)
Whereas I'd argue that Classic pretty much stayed the same from Moldvay Basic all the way through Wrath of the Immortals and Thunder Rift and was tighter and better designed than either edition of Advanced, except for 2E getting so much more material and naturally more better material if you were willing to sift through the dross. Or do the work of using 2E's homebrewing tools for all they're worth.
(Which is what made it a better ruleset for a high prep wannabe auteur like myself, and worse for people who want to run a no frills game in the lingua franca.)