Cant say Id agree with you on simple architecture but I do agree on fine details, they do get lost in the heat of battle. Some of the most impressive architecture in my eyes is on a larger scale not a small one, I do appreciate the finer things in life, its not really why I play UT though.
I just wanna blow **** up, when invisible things get in my way I get frustrated. Guess in quake you dont notice it cause of the simple architecture!
There is certainly some fun maps that arnt flowing with complexities, theres also complex maps which are fun also. It comes down to strategies and gameflow more than visuals, I guess thats because atchitecture is a small part of level design. A good architect cant always make a good level and a good level designer might not be a good architect. I prefer a blend of both, when things get too simple things become highly predictable and boring but some people do prefer it when its all about map knowledge.
There are somethings which might remain a bit of a constant, like a bottleneck or high volume killzone in a map. Those are ofcoarse a good part of any map but when its the only part of the map that gets alot of playtime Id say thats poor level design.