Good read. I agree with many of your points, except for numbers 4 and 5.
Concerning items, I enjoy the variety of items that we've had in past games. However, I think it is necessary that the items be useful (or at least usable, even if just to mess around with) in the overworld. Take the masks from MM, for example. Most of them could be used anywhere and everywhere, even if it was just for a bit of dancing or to take the local animals on parade. This was a chief problem in TP. The items had very specific uses, so much so that you practically could not use them at all outside of the dungeons. Take the spinner for example. It did almost nothing outside of the dungeons, except for the 1-2 spots that were designed specifically for it. Nintendo could've at least made a skateboard-type device out of it to mess around with, ala the hover board in Jak II.
As for dungeons, I agree with your point, "Have them be structures in society that have a real purpose and function within the world, not isolated temples set aside for Link to go from point A to B and fight the final boss." I want the dungeons to blend well with the world around them, and not be oh so obvious dungeons. The specific dungeons worked well in OoT, because each was an actual temple, but in later games the world seemed to divided into obvious and often odd segments. This was problem faced by the dungeons as well (boss room 1, 2nd floor, boss room 2, etc.), though TP was slowly getting around this (the snow mansion, the lost woods, etc.).
However, I do not agree with your point that the dungeons should be made larger and more infrequent. As Borkachev said, numerous dungeons gives the game more variety.
To touch on my point about the world being a bit to cut & paste, they need to mix up the layout of the dungeons. It shouldn't be "find map, find compass, find boss key, beat boss." They should aim to mix things up more, quite possibly giving you no clue you're fighting the boss until he's been defeated.
One idea I had in mind borrows heavily from Shadow of the Colossus. Imagine wandering through a dungeon completely unable to figure out where the boss is. You get to the "end", you trigger some event, and suddenly the dungeon itself wakes up! It turns the entire dungeon is one enormous boss, and you were running around on him the entire time! You'd then have to figure out how to take down this boss. It would be quite exciting, and it would greatly help the dungeon seem more seemless and whole, imo.