>I'll skim through them a bit and post my own observations.
OK, so, first of all? All that stuff about stronghold encounters is completely irrelevant. Labyrinth Lord doesn't have balrogs, and the strongholds seem to be woefully mundane.
For the most part stronghold patrols will ignore you, but Fighters are always itching for a fight and Clerics are as likely to chase you as they are to ignore you or offer you their hospitality.
In most cases, they're a lot more prone to ignoring you than monsters are (generally 67% vs. 44%). Fighters are more prone to fights, though - 50% vs. 28%.
They are also somewhat higher-level, although their patrols are tiny in comparison to OD&D - seven mounted or infantry!
Also, of course, there's the issue of the map. The Outdoor Survival map is nice and all, but you might get more out of using the Labyrinth Lord Known Lands map just for variety's sake.
As for the encounter tables, they're a weird bunch. Weretigers and rhagodessas plague the inhabited lands, the woods have panthers in them, the mountains have sabre-tooth tigers, morlocks and neanderthals... but everything is a single entry on a d20 table, so there's no particular trends that are obvious.
Pirates are only found at sea, rather than in the rivers of OD&D, and hill giants walk the streets of the towns.
I dunno, I'll have to analyze them to see if there's anything in particular that sticks out. To be honest, even B/X is pretty boring in its wilderness rules.
Moldvay. Unlike , though, I'd recommend just introducing the Expert set if you get past level three rather than going for the Rules Cyclopedia. Level 14 takes a long while to get to, and the scaling on the advancement is better.
The RC is a bit of a mess if you're trying to learn the game, and doesn't make a good job of presenting what monsters are appropriate for what level characters. Since, you know, they slapped together thirty six levels.