(I'm skipping the oils as they seem a different thing to me than something you ingest)
Holmes and Moldvay are meant to only cover the first 3 levels of play. It's interesting that they streamlined the list of potions (10 for Holmes, 7 for Moldvay) which implies some potions are considered higher level, like spells would be-- or maybe some are less essential archetypally if you're streamlining. But, with the Marsh/Cook expert set, every streamlined potion has been added back except ESP, Extra-healing, and Super-heroism.
And with AD&D not only are those added back, but all name changes (mostly the Control potions) are reverted. So, really, the only difference between OD&D+Greyhawk and AD&D is the addition of 5 new potions:
- Philter of Love
- Philter of Persuasiveness
- Sweet Water
- Water Breathing
- Elixir of Health
- Elixir of Madness
- Elixir of Youth
- Fire Breath
- Rainbow Hues
I don't have a 3.x era DM's guide (anyone got one lying around?) but I looked at the Rules Cyclopedia too. There, 16 more potions were added:
- Bug Repellent
- Elemental Form
Potions as Gygaxian Building Blocks
- I like that you drink a potion and it gives you a limited time tool to use against the challenges of the underworld.
- I like that the effects are often limited to the imbiber's body.
- I wonder about some of these effects being replicated by other magic items; I want the different building blocks to feel different.
For example, I want all the Control Potions to be scrolls. Why would drinking a potion let me control something outside of me? Yes, I know it's magic, but I mean the literature seems full of counter examples-- shapeshifters and Mr. Hydes. You don't use a potion to affect someone else, you use a wand.
Following those three points, I really like the later additions of:
- Water Breathing
I don't like the idea of potions specific to certain classes, for example, fighters. It seems too fiddly. Besides, something like Invulnerability allows for a weak mage to be fighter-like, while Levitation allows the fighter to be mage-like.
I would like to have 30 or less standard potions. Maybe 20 if I can trim it that far. I can always add weird oddities on top, but I'd like to have a stable base that players can learn about so they can start making decisions based on them. This is all a culmination of using random charts to determine potion qualities and magical effects. It was getting too random. And seems odd to ignore the building blocks that have worked for decades in play.