I didn't respond to your poll before now because I hate dungeon dives

I'm a people person and prefer doing quests to clearing a dungeon...If you need some help with this beast, let me know!
In other words, having quests associated with dungeons might make dungeon-diving more appealing to you; especially if you're doing it to help someone out. I'll keep you in mind once I get a handle on how I'm going to go about it.
NEW ARCHITECTURE...
MEMORABLE LOCATIONS/EYE CANDY...
NEW/OTHER COMBAT SITUATIONS...
USE THE BREAKY PLANKS!....
Oh, and before I forget... Dungeons can be dangerous...
I've already started on some new tiles, but it's just an expansion on an existing set (and just for testing atm). Creating entirely new tile sets is a huge job (I have tremendous respect for the artists who created the vanilla sets, which are sometimes unfortunately under-appreciated) but I do plan on doing some down the road. For now, I'm focusing on expanding the original assets.
For this project, I am more interested in taking the core concept behind a dungeon (or even just the hints and small surprises contained in many of them) and building on that. Most of the vanilla dungeons feel like 'unfinished' pieces. You can definitely feel the 'time-crunch' behind them. I don't think they fail owing to a lack of originality and creativity on the part of the developers (whom I have tremendous respect for) but owing to a lack of time and resources. I'm sure all of the interior designers gnashed their teeth at a lack of assets, time, and size restrictions and would have gone 'whole hog' creating better dungeons if they'd had the opportunity.
New combat situations, traps, puzzles and environmental hazards are all on the slate. These are definitely areas where the dungeons could be improved significantly. You will hopefully see spawns engaging in more intelligent (and dangerous) routines.
Thanks for the feedback. Let me know if you have more.
simply put, dungeon environments that are very rarely seen in oblivion. there are already far too many generic fort/cave/ruin dungeons and i would like to see more diversity in the game...
These are all great ideas, and I would love to work on them all. (In fact, I'm working on one right now that is similar to one of your ideas.) Asset creation, of course, requires a huge investment in time, so, atm, I am concentrating on enhancing existing assets and will be leaving the really wild tile resources for later. As I mentioned above, I'm interested in expanding on and enhancing the vanilla dungeons, which means that, for the most part, for now, they will use vanilla resources except where I need custom pieces to complete the effect I'm going for. Of course, as the project progresses, you may start to see some of these new environments.
I think every dungeon has it's own theme, a sort of personality that is only hinted at in the vanilla versions. (In this sense, I'm referring to something beyond the particular tile set used.) In some of the dungeons, the theme is very clear. For example: Sideways cave is justly famous for being an intriguing dungeon. The story it tells is very clear and distinctive. But even some of the less popular dungeons have a story behind them. For example: Fort Urasek seems like it was adopted and modified by its goblin inhabitants specifically for the purpose of luring in and capturing greedy adventurers and brigands. There is the kernel of a real story behind that dungeon even though it is relatively small and 'incomplete'.
My first reaction was "please, not an Overhaul" as that implies that you want to make sweeping changes to the existing ones, and mod compatibility is always an issue...But, just to contradict myself, I've always wanted to see someone take over where the Hackdirt quest leaves off. Finding a well-hidden entrance to deeper levels from those tunnels could lead to an interesting dungeon!
Compatibility is a real issue, but some sort of compatibility problem is inevitable. If I restrict myself to expanding on interiors, I can avoid issues with UL and most conflicts with mods that make changes to existing dungeons, but then I'm not solving the problem of enhancing the existing dungeons. Your mention of Hackdirt is exactly the kind of reaction I have to
every vanilla dungeon. I see so many lost opportunities, and so much great potential, just as the UL landscapers see the missed opportunities and potential in vanilla landscapes. I would like to preserve the kernel, or defining characteristic of the vanilla dungeons (as I see them, anyways) but I can't really enhance them without changing them. A lot of the lost opportunities exist
because of the existing architecture and these sorts of problems can't be resolved without changing them dramatically.
Of course, I can release each dungeon overhaul individually, in which case, you can simply not install dungeons that present compatibility issues, or I can release it as a monster overhaul and provide an .ini to selectively mask out potentially troublesome dungeons. I haven't really settled on the exact form of the release, so I'd be happy to hear any suggestions you may have about solving the compatibility problems. Currently, I'm leaning toward redirecting load doors to completely new dungeons, which will only result in compatibility issues with UL (though it will also render mods that modify vanilla dungeons moot).
Just an idea, but as far as evolving dungeons go, you could make doors that disappear and appear based on chance - and other things like chests and enemies do the same things. If y'were to get really involved in it, you could make entire variations of dungeons that have random chances of appearing (Diablo II style).
This is actually something I've already considered. Just imagine the look on the faces of those bored, complacent players when they get hit by a trap or an unexpected spawn that wasn't there the last time they visited the dungeon.
More quests that connect dungeons crawls together. Just plain dungeon crawls for looting purposes alone can get boring. If you want looting-only dungeon crawls, change the loot you receive. That'll make it interesting.
I think variety is the key, here, as in other things. I would like to connect some of the dungeons with some sort of overarching quest, and have smaller quests associated with other dungeons. I also want dungeons that are classic 'dungeon crawls': the player hears about how large, dangerous and rewarding a particular dungeon is and about how many other adventurers have met their fate there. That should be reason enough for some dungeons.
the oblivion gates themselves already do this, often with a randomly generated oblivion worldspace, random(usually) tower and random cave(s)