Okay, here's my summary:
Wind Waker -
PROS) Could have been one of the best Zelda games in the series. The style was goofy at first, but once I got used to it, I realized just how expressive it was. I loved the story, the people had some real personality, and it was interesting to see how the history was connected to the previous Hyrule that I used to know. I also loved that there was an item that let you see the enemies' health, and it was also possible to get that item right after the first dungeon(the dungeon with valoo at the end) I also loved the new item mechanics the game introduced; swinging on the clawshot, but also being able to just climb it up and down, locking onto multiple targets with the boomerang, and also how the leaf and heavy boots worked as well.
CONS) Sailing was already tedious. People say it took longer to get to around Hyrule in OoT on the horse, but if I wanted to turn the horse around, I just turned the horse around and that was that, where in Windwaker I've got to change teh damn wind EVERY time I want to change direction slightly unless I want to move at a snail's pace. I had obstacles to navigate and terrain to cover, in Wind Waker you have ocean to cover, big, wide, flat, endless ocean. If they had covered hyrule in asphalt, removed the atmosphere from the planet and replaced your boat with a spaceship, it would have had just the same feeling of desolation and confinement during your travel. Instead of obstacles, you have debris, which feels tacked on just to annoy you.
To make matters worse, halfway through the game you go on a scavanger hunt for the Triforce, but no, NOT the actual triforce, first you have to find a dozen charts that tell you where the Triforce pieces are, then you have to go to manchild Tingle and PAY him 5 bajillion rupees to translate them (which will have you hunting for hours just to scrounge up enough for a single chart) and then once he's done, you have to go and uncover the triforce pieces from the bottom of the ocean which will be another solid hours of boring ocean travel followed by trying to line yourself up with the location of the treasure only to go traveling all over again.
IT WAS BORING! I beat the game, I LOVED the actual dungeons and the boss battles, I especially loved the final ending battle, but I have NEVER been able to get through the game a second time because that whole triforce scavenger hunt is just mind-numbingly dull.
Phantom Hourglass -
PROS) There's a lot of decent stuff in this game. The way the DS was used throughout the game really brought a new level of thought to the puzzles. Even though sailing was still an aspect of the game, it didn't take as long to get places, you didn't have to mess with the wind, and the majority of the game still took place on land. The way the controls were implemented were rough, but did give you a greater level of control than what you could have done using just the buttons. I also loved the ability to make notes on your map.
Most people didn't like having to go through the same temple over and over again, but I actually enjoyed it quite a bit. Each time through the level I had different items, which meant I could take different routes, so every time felt completely different.
CONS) IT WAS SHORT. All the way through the game, I'm like "what, only 4 squares? That's it? Maybe they'll amaze me by tossing in 4 MORE squares, or maybe there will be underwater? or up in the sky? Something?" Nope. That soured my taste for just about the entire game. Every bit of progress I made felt like I was only taking away from what there was left to explore.
While the DS mechanics were used in the puzzles in creative ways, they weren't used consistently enough, making it feel tacked on. Also once you got used to the new item mechanics, it actually was incredibly easy to figure out the puzzles. I don't think there was ever more than one point in the entire game in which I felt challenged by it.
As much as I loved the idea of being able to make notes on your maps, it felt totally unnecessary to do so. Every point in which there was a need to make a note was spelled out for you in great care with a diagram to make sure no mistakes were made. 90% of the time I could have simply memorized whatever it was I needed to make a note of and I would have been absolutely fine without even having the option. If you're going to have the option, make it USEFUL!
So basically, while the game itself was good, it felt short, and the things that were added to the game only changed how it was played, it didn't really ADD anything to the game.
NEUTRAL) The Multiplayer is also hella fun once you understand the strategy required, but it's just so damn hard to find someone halfway decent that won't dick out and quit the game on you if they're losing. The reason I'm still stuck at a D rank because of people constantly quitting on me. I have a win percentage of 74% even with all the losers who drop out that way. Of course now that it's been a while since the game has been out, it's hard to find anyone online to play at all.
Basically, Wind Waker comes out a LITTLE bit on top for individual dungeon content, but Phantom Hourglass takes it home for a game I'd be willing to play the whole way through. Neither one has much replay value for me; Wind Waker is too tedius to get through that middle section, and Phantom Hourglass is too short for it to feel worth doing. Twilight Princess suffers from low replay value as well, but it stems from feeling so freaking linear, but this is balanced out by the fact that the first time through is incredible beyond words.
New Super Mario Bros -
I've only seen trailers and played a multiplayer game with my friend once (I won, despite not owning the game or ever having played it before :P) but I hadn't realized before just how much of an update it had gotten or I'd probably own it already. It looks sort of like a mesh between SMB1 and SMB3 with graphics between N64 and GC level.