In thinking of streamlined rules to support dungeon play and exploration, I have one last approach. This approach falls into the "race as class" category. If I used it, I would either bolt it onto Swords & Wizardry Core or Blood & Treasure. The four classes:
Human Fighter
- HD: d8
- Armor: All
- Weapons: All
- Skills: A small selection of thief/rogue skills (optional)
- Other: Feats (Optional); Additional attacks per round at higher levels (optional)
Human Mage
- HD: d4
- Armor: None (or light non-metal, optional)
- Weapons: Typical magic-user/wizard
- Skills (Optional): ???
- Other: Spells (maybe include a few lower-level cleric spells, such as Cure Light Wounds)
Dwarf
- HD: d8+1
- Armor: All
- Weapons: All
- Skills: The usual dwarf stuff. Maybe Find/Femove Traps and Open Locks.
- Other: Extra damage with a battleaxe (optional)
Elf
- HD: d6
- Armor: Light
- Weapons: Wide selection
- Skills: Some thief/rogue (Move Silently and Hide In Shadows, optional); Tracking (optional); Short/low bow specialization (optional)
- Other: Spells (as per Druid or Ranger, or combination)