Just a few things I would like to point out.
1)Minions are pretty weak, they are there to a) make the PCs feel like heroes by killing 2-3 at a time, and b) help the “real” enemies. I learned real quick you can not just drop 3-4 minions in a little groups so they can run up bc the wizard will fireblast and kill them all. scatter them around and let them swarm up to the PCs individually. Those minions should have given the dragonshield a +1 each to attack for a round or two before they were all dead. Minions do need to be run differently than we are used to to be effective.
2) Regarding the “no sense of danger at all”. You were running the encounter at 75% of what it should have been (100% is considered a “safe” encounter that should challenge them, up to 150% is still ok, once you get past that you are pushing them, so you were at 50% of what the party should have been able to handle and have a reasonable chance of victory), another dragonsheild or maybe 2 slingers would have made it a much better encounter, but still easy. Also remember that this module -WAS- made for people that had never played DnD before so the 1st encounter was probably purposefully easy as they expect you to be learning to play. I do not have KotS so I do not know exactly what it was originally.
3) Wizards. Heh, yea lots of people have issues with wizards as well as with fighters getting as many abilities as wizards. I personally like it because it is one step closer to balancing the classes. I also like that the wizard can cast a spell whenever he wants, no more 2-3 spells a day and you are done, time to shoot a crossbow. If I wanted to sit back and shoot at the enemy I would have rolled a ranger.
4) I am wondering how long it has been since you played a level 1 3.5 character? Lets compare a fighter:
3x: Attack, or Power Attack.
4e: Attack, Cleave, Tide of Iron, Passing Attack, or Brutal Strike.
or a ranger:
3x: Ranged attack.
4e: Ranged attack, Careful Attack, Nimble Strike, Foxes cunning, or Split the Tree
Wizard:
3x: Acid Splash, Read Magic, Ray of Frost, Magic missile, Burning hands.
4e: Ghost Sound, Magic Missile, Light, Mage Hand, Scorching burst, Force Orb, or Sleep
In every case the 4e characters have more options, the only one that comes close is wizard and keep in mind that in 4e he gets 6/7 of his abilities every encounter while the 3e only gets his once a day.
I just do not see 4e as limiting. From everything I have experienced it is the exact opposite, your characters have more powers, more options, and running stuff on the fly is easier because the rules are simpler. In 3e I was constantly having to reference books to figure out how to do something, in 4e not so much, most things can be done on the fly.
5) Healing surges. Heh yea HPs have always been problematic in DnD. I choose to see them as a measure of your endurance, skill and luck until you get hit. From 1-???HPs it is not “I got stabbed, I’ll pause for a few seconds… ahhh, I feel better” it is “I almost got stabbed and pulled a muscle getting out of the way, I’ll pause for a few seconds… ahhh, I feel better” then when you go below 0 HPs you actually take a wound, and you get dropped. But everyone deals with HPs a different way, I am just telling you mine.
Well this post ended up being waaaay longer than I meant it to be. I hope you do not think I am attacking you personally, just trying to explain why I hope you give 4e another shot, maybe run some of the fan made adventures out there if you are planning on converting KotS to 3e.
Also I am 33 years old and have been playing DnD since the late 80s, so I am definitely not a “younger, video-game oriented newbies”.
[Edit: I am also a huge 4e fanboi, so take everything I say with a grain od salt… or a cup of salt maybe.
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