Sample adventure looks great; it actually reminds me of my very first D&D adventure (minus the stirges... yuck)! I especially like all of the "coaching" text blocks - helpful and to the point.
Some suggested changes:
HD for goblins is listed as <1, but 1/2 for giant rats...
Missing movement rates in most of the stat blocks
Room #4: Recommend "2 in 6" for the chance to detect the string, in keeping with secret doors
Room #5: Title not center justified... but I assume that'll be caught in layout.
Room #10: Says see description of secret doors in room #4; should be room #2
Room #11: If you're looking to shave text for space savings, the first sentence of the second paragraph can be deleted (it's already established that the statues are in niches, and the next paragraph describes their garb)
Room #11: Helmet room is #4 and shield room is #5.
Room #12: The sentence about how the rats behave is confusing. Maybe something like "The rats are cautious at first and flee from any who enter the room, but if the party remains in the room for more than a round (1 minute), the rats will burst forth from the tunnels and attack to protect their food supply." Unless of course, it was meant that room #13 (not #12) is the food supply...
Room #12: In the "Something to think about" text box, it is suggested to roll 1d6 for rat HP; should be 1d3 (or 1d6 divided by 2)
Room #14: Reference to rat room should be #12, not #11
Room #15: Is there anything in the WB rules that makes ability checks "official"? If not, I would point out that this is an optional rule (have characters make a saving throw in the windy room instead). Might also want to mention if the wind effect goes away or not if/when someone reaches the treasure.
Room #18: Fourth sentence - delete the word "from". Also, maybe mention the strength bonus for opening the door.
Room #18: Text box - First sentence, change "roll" to "use"
Room #19: Change "alter" to "altar" in first sentence. Also, first sentence of second paragraph, change "behind" to "beyond" - maybe add a pit symbol to the map
Room #19: Chest #2 - the wererat is in room #14, not #13
Room #19: Cleric has keys to #17 and #18... there are no locked doors in #17, maybe supposed to be #20?
Room #20: Description says 4 weak human fighters, but there are only stats for two
Room #21: Is the lower lip of the mouth actually a cup, or was it meant that it "forms a cup"? Also, first paragraph, fourth sentence - should be a "to" between "trying" and "break".
"If you want to play again" section: Second sentence references Quick Start twice... kind of confusing. Also, the "swordsandwizardry.com" website does not exist - point them here!