Just my thoughts on a couple of dungeons, no slander only feedback on these delightful dens of monsters
Shipwreck- Have the key spawn on a boss monster or only spawn when monsters spawn, if you enter the dungeon just after it has been cleared, you can trot down to the fetch the key unmolested.
Night spawn Har'akir- Have a couple of priests spawn with the dry liches so they are not easily singled out. Don't get me wrong, they're strong as hell. But if your ready to rock and you catch them off guard, they go down pretty easily.
Fire cave (Hazlan) Swap the mobs of Salamanders with the Fire elementals, have them spawn mid-end. if your not even half way through the dungeon and your party has already been dispelled twice, it's a little disheartening and I think this is why it's on the less frequented list.
Curst- Archers, giving the assassins see invis have made a big difference in the way this dungeon was previously farmed. I would suggest a 10DR or outright acid resistance, they are already fire resistant. That would render this dungeon nigh on, party only. Maybe spawn the Vassaliches in mobs or jostle their spells so they they're not ducks for the first few rounds. Up the ante on the traps that are random around the place?
Hotep- The intial trap door DC could be pushed up a bit, it's rare given the level range for the CR for someone to drop in, usually a low level tag along. Seems the party usually just jostled and bumps their way through without really fearing the pitfall.
Are invisibility purging traps a thing, out of curiosity? Could be a nice addition to the frequently ninja'd spots..