This depends what he means by puzzle. I'd imagine he's talking about moving away from traditional block pushing puzzles and more into dynamic problem solving.
Skyward sword had a lot of puzzles but the use of new items and ideas like the time stone things made them feel fresh. I wish they kept them largely to the dungeon because I was feeling fatigue by the time I worked my way to the dungeons in that game, but they were brilliantly designed. The best yet. By contrast, one of the most disappointing things about Windwaker HD (A Zelda game I prefer) was the fairly generic Zelda puzzles.







