Crosmando: Yep, people who like Wizardry 99% of the time like Wiz 6-9
What's this about Wizardry 9? Where could I acquire such a game? Where did you hear about this "Wizardry 9" game?
Incidentally, I actually find the mechanics of Wizardry 6 and 7 to be quite ugly, particularly when it comes to the hidden parameter of "base miss chance", how its decreases at level up are random, how it interacts with class changes, and how it stops decreasing after level 20. (Lower is better, just like with AC and AD&D's THAC0.) There's also problems with SP regen on resting being too slow, and there not being a realistic way to restore large amounts of HP in a reasonable amount of real time (a problem that's not present in either 8 or 1-5).
Also, I happen to like the way HP increases work in Wizardry 1-3 and 5. While I'd still prefer deterministic HP growth, I still prefer the way these games handle it to games where you get an independent HP roll at level up; in particular, the Wizardry approach means that a bad roll early won't hurt you in the long run.
(The other game with much-maligned HP gain mechanics that I actually like is Final Fantasy 2, with its self-correcting nature; if your HP is lower than it should be, it's likely to increase quickly over normal play. Of course, FF2 does have its issues, but that's another story.)
Crosmando: SoSC is positively advanced and is extremely user friendly though, yeah the lack of saving outside town is a bummer but checkpoint saves aren't exactly abnormal in console games. You've got a really nice map system, autowalking (this is so good in a dungeon RPG, just autowalk to the exit), the combat system is easy to understand, the user interface is so nice and is a breeze to navigate. But the game still has a decent amount of challenge. You've also got ambushes and lineage type enemies to spice up the dungeon experience. I can't speak highly enough of SoSC, it's truly a blobber of the modern age.
SoSC also has the occasional out-of-depth random encounter, which it might be a good idea to run from (and the game fortunately provides you with at least one way to reliably run from an encounter).
Note that Saviors of Sapphire Wings has this autowalk feature as well (but why doesn't it show the path you're taking?), as does Mary Skelter: Nightmares (and probably Mary Skelter 2 as well).
Elminage Gothic, if you reach a high enough level, has the teleport spell that I mentioned, and that spell is incredibly convenient. Level 13, which is required to learn it, would be high in Wizardry, but Elminage Gothic takes you to much higher levels, so it's not that high here. (There's also a spell like that in Bard's Tale, though it's often blocked, and in Wizardry 1-5, where you need to enter the coordinates (no auto-map here) and a miscalculation could teleport your party into rock, causing everyone to be lost forever.)
(Elminage Gothic also does the "lost forever" thing, but at least there you can reload a save from before that happened; especially nice when I was hunting for a certain enemy drop and an enemy ambushed me and teleported my party into solid rock before I could do anything.)