Had my WOZ LE since October. It's hard to nail down all the specifics (many are subtle), but the evolving game code has really increased the magnetic draw of this game. Back when I started (v1.22?) I kinda knew what to shoot at, and a few things seemed like they should do something but didn't. Things felt more 'together' and interesting with 1.24. 2.0 and 3.0 just made it a better overall experience, with more stacking, the lights and callouts make more sense, and there's a better feel of progress during the game. I confess to sometimes just shooting shots directly on the fly, based on the callouts without looking up at what else I may want to shoot for.
I'm not gonna repeat all the comments on excellent build quality and amount of cool toys. I've only done a few minor adjustments since I got my game. Apart from the standard witch leg tuning, I put a couple of washers between the monkey bracket and backbox so the monkey wouldn't rub against the back of the top right castle door. Had to adjust the winkie target bracket a bit because the target wouldn't stay up after a while--a minor tweak so the target would be more centered in the pf hole and not rub against the side. And recently the wizard saucer eject started shooting the ball softly right between the flippers. I started to open the game up to check/clean/adjust the kicker mech, then stopped myself and just went to the menu and upped the coil strength from 22 to 24--perfect ejects again! This is a nice feature, where every single coil can be adjusted. I also tweaked the timing for the ball lock releases, and it geneally works fine but once in a while I still get 2 balls released by accident. Not sure how to prevent this. Reducing the timing further has the arm coming down too soon and resting on the front ball.
One thing I can't figure out is the frequent airballs from around the ramp entrance. Any thoughts? Everything looks OK, although maybe the right side of the metal flap isn't tight on the pf (and no, tightening the screw doesn't help). Maybe remove the ramp, clear out the cutout area at the entrance so the ramp sits in it better? I wish I didn't have those airballs. And the Glinda target is not leaning back at all.
Some setup tips to make the game even better. Be sure the balloon pop in the left outlane is very sensitive! Also, munchkinland loops can be too easy with constant double loops on almost every shot. For a challenge, lower the flipper strength enough so you need a really perfect shot to (barely) make a double loop; you'll know you have it right when you can still make the double loop but miss a lot of them. Or, you can weaken the flipper enough so that only single loops are possible (REALLY hard!). Lowering the castle flipper strength makes it more interesting too.
One thing I will comment on is the lighting. I don't play in the dark, but the pf area is not well-lit, esp. around the flippers. I added a lighting kit with double spotlights on the slings and an led strip under the apron, along the exit hole guide. Seriously, this makes the game MUCH more enjoyable. I've played a few WOZs at various locations, in both well-lit and dark environments, and honestly, mine w/light kit makes it SO much more playable, plus you can see the killer playfield art. Those bright insert LEDs overwhelm the eyes with direct light, and you really need extra reflected lighting to see the surrounding playfield.
Like iceman, I've had some killer games and then been hit with runs of really bad (sub-75k) games. What I love about this playfield is the variety of shots and angles, and a few key shots can be made with either flipper (winkie, ramp, witch, etc.). I have gotten pretty good at backhanding the crystal ball spinner with just a bit of rollback. Fan games are OK but get to be boring after a short while--WOZ really tests your ability to get the ball back after making many uncontrollable-but-necssary shots, like the witch, rainbow targets, etc. And I really like the 'exposed' pop bumpers that can throw the ball around the pf (as the trees throw apples in the movie!). I don't understand why pretty much every other game in recent memory has the pops in an isolated, enclosed area with just one or two small exit paths, so the pops are separated from the main playfield.
Gonna play some more WOZ today, and hopefully start a run of some 'good' games!