For my taste:
- more consistent and better physics - I can give numerous examples, but just latest from my son's playthrough - standing in shadow during the day in Gerudo desert with ice block in your hand and waiting for the night to come, knowing it won't melt, while you're waiting the whole day, is just bad design (this is how he solved today Pokki's quest, going around all enemies).
- more enemies, suited to region and with different resistances to certain types of damage
- more weapons with defined type of damage
- no endless slate powers, especially bombs are ridiculously overused - "magic" needs meter/"mana" like in previous games
- weapon and shield wear and tear is fine, in fact armor should have it as well - it's just they all need some sort of meter to show its condition, as well as blacksmiths to repair/fix them
- underground locations - every time I ran into some destructible rock formation I was hoping it will be entrance to some underground dungeon...no such luck...which brings me to:
- classic 3D Zelda dungeons sprinkled with classic RPG dungeons...game really needs them...no, Divine beasts are not good replacements...they are fine, but they are too easy, too short, and too few...which leads to:
- no shrines...they are really poor replacement for dungeons - there's nothing more boring than solving neat environmental puzzle and getting yet another orb (and potentially some breakable weapon/shield)...this lead to:
- proper rewards should be really high on their to do list - it's about time that LoZ gets rings and amulets - jewelry in Gerudo Town was step in the right direction, it just needs to be rings and amulets, so that they do not take up armor slots
- no Korok seeds - most of those "puzzles" are boringly repetitive and it's really silly mechanism to enhance your inventory space...this leads to:
- inventory really needs fixing - sorting is terrible and ingredients are not marked with what their special properties are...and limited weapon/shield space makes no sense whatsoever the way it's implemented; also pausing game while going through inventory and healing yourself is really, really bad design
- no towers - I honestly see no purpose in them, other then getting a map - and I'd rather that maps of different qualities are sold at the shops or with NPCs, in addition to being auto generated as you explore (in latter case, names of locations would appear on map only if you acquired that knowledge in some way)
- climbing - this is one of my pet peeves with a game - while I like that there is climbing in game, its implementation, for me, breaks the game in so many ways - Zelda is not RPG, so attributes, skills and other modifiers are not to be expected, but something like encumbrance should be a thing - wear heavy plate armor and have ton of loot and see how good you are at free-climbing 90 degree (or even more, which is even more ridiculous in BotW) vertical cliff - this would at least make current very basic hearts/stamina upgrade path somewhat more interesting and make different playstyles necessary, depending on personal preference
- better side quests - while there was enough of them, most of them are quite simple and forgettable...it is, after all, post TW3 era.