The Woking thread made me look up John Low, and I found his 11 design principles to be very interesting. Much less anodyne than Mackenzie's "13 ways to make GCA seem bland."
Many are in conflict with principles oft expressed on this site. My totally unbiased precis follows:
1. A golf course should provide both entertainment and a test
2. GCA should reward skill rather than trechnology
3. Centerlines should be fraught with danger
4. On good GCA, the ground will dictate play
4a. GCA should force golfers to think one or two shots ahead
5. Fairway and green orientations should be integrated
6. Bunkers should be used sparingly
7. Putting greens should be low and narrow
7a. Putting greens should tilt away from the player
7ai.No green should be higher at the back than the front
8. The element of chance is the very essence of the game
9. No one should attempt to copy a great golf hole
10. Undulations in the putting surfaces should be minimalized
10a.Simple tilts in the surface are sufficient
11. Committees should leave well enough alone
Any comments and/or thoughts?