Had a go at a few other T1/G FM from my archives.
"The Order of the Vine" is an overly ambitious FM with a humongous mansion (what is it with the old FMs and the overly-large structures?) that Garrett must semi-ghost through in order to steal a Pagan artifact from an odd nobleman. I say "semi-ghost" because Expert difficulty only allows Garrett 8 knockouts, so choose them carefully. It's a solid mission overall that is still enjoyable after all these years, but be ready for odd problems and nuances, like endlessly repeating conversations between guards, key hunts that take you from one end of the mansion to the other, written parchments that end "I'll just keep writing while he wai-" found in the hands of a murder victim, endless audiolog exposition in readables, etc. Fortunately the good outweighs the bad, like the new sand arrows (combination water/flash arrows), loot that functions as a light source and (my personal favourite) toilets that are big enough that you can spelunk through them.
Another oddity about The Order of the Vine is that it's 3 missions, with the first and the last being a prologue and an epilogue, respectively. While I personally question the usage of missions for story exposition (also that the Garrett voice actor makes him sound like he's coming down with a bad cold) the prologue is done pretty neatly and serves a broader purpose than just a plot dump, and I'm guessing that this FM served as an inspiration for most Thief FMs in one form or another.
Then there's "Skull of Herzeloyde", where Garrett must break into a mansion to steal a skull, but the job goes south when the skull refuses to be stolen so easily. This one is rather simplistic in many ways, but I'm willing to look past its faults due to its old age. It's worth a playthrough, but by now there shouldn't be anything in there that hasn't been done better by later Thief FM authors.
Finally I had a look at "Geller's Pride", a more worthwhile attempt at a mansion heist where the head of the household hides a horrible- uhm, book. The readables make sense in this one, as does the sewer system which serves as the main mode of transportation (though even I cursed at having to scour the sewers for that bloody key) and it offers multiple paths of entry, at least three of them.
But what I DID think while playing all three of these was "How cool it would it be if these old T1/TG FMs were remade today, a lá Drymian Codex!" They could be shrunk down a bit (who needs hallways big enough to house elephants anyway?) and maybe a few cool NewDark effects applied to them. "The Secret Way" would benefit immensely, shrink down that mansion-fortress, bring the cityscape to life (Drinking Society and all) and Bob's yer taffer.