We all want more and rightly so. But here is some perspective, if I may.
The audience of 1969 was not force fed a flood of effects driven movies and 3D cartoons to raise their expectations. The guest of today expects things to just happen as seen in those movies. It is truly harder to exceed expectations as they are set impossibly high. The movies have pretty much made anything look possible and in 3D. Their attraction counterparts cannot replicate those sensations as gravity and building codes prevent most invasive thrills. You can't get too loud, too violent in motion, too scary, too anything as someone will sue you. I know this sounds like a weak excuse, but there is some truth to this.
Having said that, "awe" is another thing entirely. As an experiential designer, I'm addicted to finding the kinds of technologies and even simple tricks that will take an audience to that emotion. No matter what happens it is still my mission (because it is what drives me personally). I try not to take on projects that are derivative. There has to be something "breakthrough" about them at some level. Something for me to learn. Most Imagineers are this way. I'm always creatively restless.
Usually, it is the mastery of many technologies and sensory elements (environment, story, music, technology, ride vehicle, sensory effects, color, etc) in such a close harmony that the result is the cumulative "wow". Indy has the MB vehicle in tight harmony with the environment and effects. the vehicle was the key technology. If you are conscious of all of these things and use them like a "conductor of an orchestra", then you might have something. It's all in the tuning and knowing which instrument pushes which emotional "button". Today, I find that all too often we sense no musical "rests", it's a glut of visuals with little pause for emphasis or to build to a climax (the minute of dark tunnel in POTC that powerfully reveals the Pirate Ship is a good example of a visual "rest"). The conductor is key to extracting emotional value from emphasizing each instrument they control in moderation and knowing where they want to take you. Each element does not have to be a wow or that unique, but the sum of them does.
But there are "real world" pitfalls too that contradict or distract from your show. Visual "Hecklers" in the audience. An illuminated EXIT sign in the middle of it all, six pages of legal warnings on a western "wanted" poster, wading through a sea of strollers, having the narrator pause to tell the whole story again in spanish, a sponsor message that distracts from the theme, or a modern elevator with a ramp in a period setting...etc. could topple that "moment" you are building up to to if you are not careful. (Just a few examples of "must haves" that can break the thematic "spell").
To me, (and most Imagineers) "doing the impossible" is what you live for.