I actually liked the Iron Maze section, especially the second half (the part that requires you to turn all three switches on to get to).
7F and 17F are fine in theory, but in practice, they're not so good. I have no problem with teleport mazes, as long as the game provides some way to keep track of which teleport leads where. After I use a teleported, there should be something on the map to indicate where it leads (labeling, color-coding, whatever).
13F I didn't really like, either, simply because you're going at the 'puzzle' pretty much blind, with very little idea of what total value you're aiming for (in contrast with the Iron Maze, where you know as soon as you un into a switch door which switch controls it and which position it needs to be in). Yeah, there are some hints scattered around, but most of them are pretty damn vague, and all of them require the same blindly stumbling around to even find.
That being said, though, if you want to see really bad dungeon floors, look at 26F and 28F of the first Etrian Odyssey. 26F is almost entirely pitfall traps that dump you into 27F in an area where you can't go down further; you have to go back up to 26F and start again, as only by finding the one right path can you actually move on. Oh, and did I mention that unlike earlier pitfall traps, these ones have no visual clues (previous pitfall tiles are off-color), so the only way to find one is by stepping on it? So yeah, it's basically the trial-and-error from hell. And then 28F is the teleport maze from hell. The game does let you label tiles, so you can mark where teleports go, but guess what? There are like four times more teleports than the max number of notes you can place, and that's WAY the hell more teleports than LoT's two teleport mazes put together. And they're often one-way. Oh, and did I mention that even if you try every single one, you STILL can't move on, because they threw in fake walls just to be extra-dickish?
So yeah.