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A few suggestions:
1. Not everyone/thing in the dungeon is a villain: I have a large homebrewed dungeon and in building I thought "why would humanoids have coins as treasure?" The obvious answer was to buy things but from who? The obvious answer again was that there was some kind of economy among the humanoids. Therefore they have to be willing to buy, sell and trade stuff. Why not to adventurers? From this line of thinking I created whole sections of the dungeon as well as traveling "merchants" that would serve the PCs' needs such as potion-peddlers, neutral "inns" of a kind and even a modest trade town for use by low-level adventurers.
2. Bend the rules of time and space: there was a great article in Dungeon magazine back in '06 about adding extra-dimensional spaces in dungeons. One of the spaces was a pocket dimension that appeared once in a while to help provide food and rest to adventurers. There are a lot of ways to do this. You could make it a divine respite provided by the gods, some First World portal from helpful faeries, a permanent Mansion spell from some old wizard or just simply a timeless pocket dimension. Whatever the case you might limit its use through everchanging passwords or some other challenge.
3. LOTS of consumables: this one's an easy solution. If you have a party spellcaster that refuses to capitalize on the value of cantrips at low level or wield a weapon when spells run out and you don't want to frustrate them further drop in consumables like scrolls, potions and wands. Even alchemical weapons replace low level spells and keep the action going just as well. Consider: at 1st level an average loot pile is worth roughly 260 GP. If you threw in just 4 1st level scrolls, say Mage Armor, Sleep, Expeditious Retreat and Magic Missile now the arcane caster is set for the next couple rooms and you've still got 160 GP left in the loot pile for the rest of the party.
4. Remind players to use their other skills/feats: a lot of players need reminders that their PC is more than their consumable powers. Using Survival you can rig up simple snares; you can use this skill and some available rope to defend a room while you sleep. PCs can work on certain magic items or mundane items while they adventure, albeit very slowly. Clever players memorize where that pit trap is and use Disable Device to reset it, then lead the next monster back to the thing to try and trap their foes.
Dungeon delving at low to mid level is daunting, no doubt. Most modern players at my table are expecting 10 rooms to explore, tops. Even after I tell them there are MILES of dungeon before them they shrug, grab some basic gear and start going nova in rooms 2 or three. They need reminders that this kind of adventure, the MEGADUNGEON adventure, is about resource management.
You can't clear a megadungeon. The players need to be aware and accepting of that fact. Once they do and they're still willing to play that style of game suddenly their minds switch. I have one player who is running a level 3 sorcerer. I've only seen him use a 1st level spell maybe 3 or four times in all our game sessions. This is because he almost exclusively uses Acid Splash plus a flask of acid as a Material Focus. It's not tons of damage but it's reliable and everlasting for every fight, every round.