Those are interesting tweaks! It was partially a design experiment in minimizing hidden information and seeing what kinds of problems and shenanigans could ensue from known pressures. Setting traps is not a quick operation!
I agree with you! This is a great premise that I think honors OSR values while challenging them at the same time! A good puzzle is an interesting situation the PC's must solve, not a riddle with one right answer. You left the interesting part up to the PC's, the HOW? Great job!