One thing that you might want to include is puzzle-traps that award player attentiveness throughout the dungeon. I'm thinking of one of the hazard-rooms from James Raggi's The Grinding Gear.

As I recall it, the setup there was that the players have an opportunity to answer a question about the dungeon thus far, 'how many icons of [Goddess X] are there in this dungeon'? Kind of thing. The right answer opens the door. The wrong answer delivers a powerful electric shock to everyone in the room. The icons in question are in several rooms up to that point, some of them obvious (in the initial room description) and some of them less so. Having a couple of these might work for you to keep players focused, particularly if one of them comes early in the layout.

It's not a bad adventure to mine for ideas in general, given that it's explicitly a low-level trap dungeon. Designed for OD&D play, mind you, but the ideas are still sound.