I will come out and say Dardonas's feedback is probably a bit outdated on the ghoul cabin if he did it last halloween NCE (over a year ago). I believe the dungeon was already made easier after that event. I've frequently gone to this dungeon and I believe the loot is more than sufficient as we are able to occasionally find up to level 8 scrolls, damage resistance belts, class spell slot items, and other high-priced items that range from 5000-20000 when player-vendored. The challenge I believe is actually a little weak (it's hovering around 'good') presently and could be increased with higher spawns as was done. The experience given for this dungeon is *perfect* as is.
The wasp tower, in my opinion, was fine as-is with one exemption. A lot of the more problematic things (walking into the tower and being 1-shot by acid spit) were already dealt with and that turned this into a swift and rather enjoyable dungeon. My biggest complaint was finding spawns where it seemed (literally) only one wasp spawned in the entire dungeon. From your current change notes, it seems that was adjusted so I will look forward to that change. I think the poison is something that, just like the spider caves, makes this a situational dungeon where you're forced to either have a druid, a wizard, or a cleric with the right domains (stoneskin/neutralize poison), and I don't think there's anything wrong with that. If we take away those aspects I'm thinking it'll trivialize the dungeon a bit too much.
As for the shipwreck, the few times I've gone I've never gotten great loot as it is. It's a high level dungeon with a great deal of risk without the right party, and I believe the potential for loot that it had is actually ideal for that type of dungeon. I don't believe it needs adjustment.
The Thoth temple is perfect challenge and loot-wise. I've had problems in the past where we couldn't find the keys for the doors (someone took them and ran off) and I believe if you could change the key nodes to a pile of rubble on the ground that gives a key per person (similar to the wererat den keys), that would be ideal. I will echo the problem that the rays seem to obscure vision at times and that can be a bit of difficulty. There are also issues where mobs will spawn or get stuck in walls which could be looked at. Otherwise, perfect dungeon.
The Blighted Woods I've been trying for a long while to get a group together for but it's one of those dungeons that seems *too* dependent on a multitude of classes. I'll try my hardest to get people to run through after the changes so we can see for ourselves.
The burned farmhouse wasn't good for 'loot' as it was, I thought it was fine. The only thing is the gold piles which tempted even higher levels up to 8 or so to run down and claim it for themselves.
Anyway, thanks for the fun dungeons and tinkering, I look forward to what does change going ahead.