All very good I would just add - Making the dungeon alive - Everything should get harder each level they go down.
As for getting past traps & puzzles there should be offered Magic Mitigation and Men & Supplies Mitigation
Weak Magic Required (D12+Depth) 1 Detect Magic 2 Hold Portal 3 Light 4 Protection from Evil 5 Read Languages 6 Read Magic 7 Ventriloquism 8 Continual Light 9 Darkness 10 Detect Evil 11 Detect Invisible 12 ESP 13+ Roll on Strong Magic + spend HERBS Note: By expending Torch, Rations and Wine, the result may be rerolled.
Strong Magic Required (D12+Depth) 1 Knock 2 Levitate 3 Locate Object 4 Magic Mouth 5 Wizard Lock 6 Clairaudience 7 Clairvoyance 8 Dispel Magic 9 Explosive Runes 10 Hold Person 11 Rope Trick 12 Suggestion 13+ Roll on Powerful Magic + spend Holy Water
Powerful Magic Required (D12+Depth) 1 Water Breathing 2 Charm Monster 3 Confusion 4 Dimension Door 5 Fear 6 Growth of Plants 7 Hallucinatory Terrain 8 Remove Curse 9 Wall of Fire 10 Wall of Ice 11 Wizard Eye 12 Weak Magic & Strong Magic 13+ Roll twice and combine + Any Cross
Overall Note: Failure to produce the required magic spells or items results in TRAP condition.