dtgreene: Regarding 1e, here are some of my thoughts on it:
+: I like the 1e ranger, even if the spellcasting isn't likely to come up in many campaigns. I like the fact that they get 2 different types of magic.
+: I like the idea of a 1e bard, though I have a feeling that some house rules might be needed for it to work. (I never liked the 2e bard, to be honest.)
+: I like the fact that high level spell casters can bypass magic resistance. (I would prefer it, however, if magic resistance and spell disruption didn't exist, and if magic were balanced around those mechanics not existing.)
-: THAC0 behaves strangely. In particular, fighters get 2 THAC0 at odd levels and 0 at even levels (at least the way the Gold Box games interpreted the rule).
-: Game isn't fair to demi-humans. Low stat caps (why can't Dwarves be as strong as Humans?). Low racial level caps (the Half-Elf cap of level 5 as a Cleric is just atrocious). (Fortunately, this can be rule zeroed easily.)
-: Game isn't fair to female characters. Such characters have lower strength limits (except for human non-fighters), and they don't get anything to compensate. (Fortunately, this can also be rule zeroed.)
-: Stats (ability scores) only matter at extreme values. (Why can nearly doubling Strength not lead to any improvement in fighting abilities?) Also, mental stats don't do enough mechanically. Furthermore, I don't like the fact that stats are basically set in stone on character creation.
-: At low levels, attacks miss *way* too often, on both sides of combat. Also, when an attack does hit, it is way too likely to be fatal.
-: Healing magic is way too weak (until Heal, that is). Consider, for example, that the most powerful healing spell that a level 6 Cleric can cast has a 1 in 8 chance of healing *1* measly hit point. (Also, I don't like the fact that religious characters have a monopoly on healing magic in D&D, but that's another story.)
-: I don't like thief/rogue as a character class, personally. The problem is that they basically add a mechanic that basically makes the character required, and then make the character weak in combat. (The 3e rogue has a different issue; sneak attack makes it necessary to track position during combat; I would prefer to abstract away the whole issue of positioning in combat. and 3e doesn't let me.)
-: I don't like the spell disruption mechanic. It can be very frustrating to spend a limited resource only to find out that you wasted it. I also dislike spell resistance when saving throws already exist.
-: At high levels, saving throws are successful too often.
Except there are no limits on females.... straight from the PHB
Naturally, every attempt has been made to provide all of the truly essential information necessary for the game: the skeleton and muscle
which each DM will flesh out to create the unique campaign. You will find no pretentious dictums herein, no baseless limits arbitrarily
placed on female strength or male charisma.