Yeah... indicating the direction doors open is certainly helpful, but it's also really easy to clutter the map and make it illegible. For Dungeon, I prefer to err on the side of legibility, leaving the direction the door opens to the DM to decide.
As for the commont that designers should abide by the RAW... I disagree to some extent. My philosophy is to abide by the RAI... the "Rules as Intended." The game may strictly forbid two characters to stand in the same square, but logic and intent, to me at least, says that there's no "magical force" that prevents two creatures from occupying the same space. Using the squeezing rules to apply penalties is a great way to ad hoc rule this situation.
I mean... if you go STRICTLY by the RAW... well, does the game say anywhere that you go prone when you become unconscious? And has anyone else noticed that, using the RAW, you can't starve to death (since starvation never causes lethal damage)?
The game isn't perfect. The DM's job is to interpret the rules and make them work.
ANYway... I am indeed taking the 5-foot-corridors scandal to heart, and I'll certainly keep that in mind when designing/developing dungeons in the future, but again, some dungeons are supposed to be cramped and crowded. The LD guild hall in "There Is No Honor" is one of them. Widening the halls out just to make it easier to move around in makes about as much sense to me as making sure that a beholder's dungeon is completly 2-dimensional and doesn't take advantage of the beholder's ability to move in a 3-D dungeon with ease. The dugneon should serve the needs of the story and its denizens first.