Not sure how some of these episodes lasted so long, but I'll retain focus for once and prattle solely about...
...long dreary drumroll...
The Galileo Seven
Granted, there's a good McCoy/Spock bicker session where McCoy's right - logic only goes so far as correct intuition is also imperative for a command role involving people directly - which isn't to say Spock wasn't underserving of his role as senior science officer, but the science positions are more diverse and don't always need "people skills". Some scenes involve such 2D, stilted dialogue that the story's message was being subverted by its own dialogue.
But the episode tries to be sooooo big and epic and I'm not referring to the planet of the cliche giant grunty things with big spears being thrusted from all around them. My memory goes back a bit since I never felt a need to rewatch, but Spock comes across so much a literal he makes look any computer look like a better choice for a compassionate command figure to fight for as a result (e.g. Kirk, whose dilemma to either work to save his crew, or wander off to send buckets of penicillin to Marcus III before the evil children and their gorgon hijack the ship to get there two years later).
I recall the one brunette who had a talking role becomes a voiceless space hippy in a muted dark brown get-up in "The Way to Eden". That's not a reason for my disliking this episode. Mangling Spock, sub-par exposition in exploring emotion, and wouldn't even work in an episode of "Blake's 7".
Maybe it's because I saw it as a kid and didn't see much into the story themes of human nature and all that, instead laughing over giant rocks that wobbled with their impossible weight of 2lbs.
But to be fair, early season one was variable as characters were finding their feet and this one's the epic adventure that finally got a shuttlecraft built, after a handful of previous stories of which a couple of them were crying out for the obvious - but then there'd be no story (e.g. "The Enemy Within", whose human nature theme more than makes up for some massive plot holes that 10 shuttles laid side by side could pass through with ease.) Anyway, "Galileo Seven" is attempting to run before it's figured out how to walk, but one never knows how well one can run or walk until one tries. So there are legitimate kudos as, despite its down points, it does build character development to lead to better stories that make use of their traits more effectively and, indeed, at least Spock's retorts to McCoy that show his own mindset about logic also has a point. As Trek always reminds in one form or another, logic and intuition - for command - must work in tandem.
Here's what's left:
Where No Man Has Gone Before
The Naked Time
The Corbomite Maneuver
Balance of Terror
The Devil in The Dark
The City On The Edge of Forever