I'm not a fan of Aonuma's puzzle-centric approach, but I don't think that puzzles should be removed from the series. Puzzle-solving is part of Zelda's essence and it needs to stay. There are two major problems here, though.
The first problem lies in the extremely rigid and mechanical way that the series handles its design. Things would be much better if Zelda aimed for a more fluid, seamless and organic approach in puzzle-solving (and its design in general).
The other problem, for me, is that Aonuma seems to believe that Zelda is all about puzzles. Whether he does that because that's what he envisions Zelda to be, or because he's simply trying to play to his "strengths", the result is one and the same. He and his team ignore so many other things that matter in the action-adventure genre and decide to handle the series primarily as a 3rd person puzzle game.
Zelda has now become subpar in so many important aspects that people care about. From the general presentation, to how it handles the overworld, the pacing, the swordplay, the world-building, the characterization of the NPCs, to how it completely fails at offering an engaging Hyrule that actually feels like a lively, breathing world etc. In fact, the worlds in Zelda are getting more boring, lifeless, static and unmemorable with every new installment. But, of course, none of these things matter in a puzzle game so Aonuma doesn't care about them.
I disagree completely. Regarding the aspects you say are important to Zelda:
- Under Aonuma's watch, Zelda's presentation has got more ambitious, not less. We got the cel-shaded Wind Waker style that still looks incredible to this day, the impressionistic visuals of Skyward Sword that were (IMO) probably the best way to handle a Zelda game on Wii hardware, and we've now got that beautiful looking Zelda U trailer. In terms of art style and small touches, modern Zelda games routinely shit on other fantasy games that came out during similar periods, such as Oblivion or Dragon Age Origins.
- The swordplay has been consistently getting stronger, with SS providing the most complete and masterful use of sword combat in a Zelda game yet. I'm not sure where they're going to take the combat in Zelda U, but after all the refinement and development they've done over successive games, I'm not too worried.
- Zelda characterization has always been iffy, going all the way back to the NES and SNES games, but again, Skyward Sword did more than any other game I can think of in the franchise to step up in that regard.
- The overworld structuer gets a lot of criticism from game to game, but then again, I don't think there are any Fantasy games that have managed to pull off a flawless overworld. Skyrim's world is consistently criticized for being a boring huge mass full of repeated dungeons, Dragon Age went from having a compartmentalized Fantasy world in Origins to just having one lone city and repeated dungeons in Dragon Age II. CD Projeckt are talking up big things for the open world of the Witcher III, but W1 and 2 hardly set the world on fire with their world design and layout.
To their credit, EAD3 have consistently tried different approaches when it comes to how to structure a game world, and that's something worth celebrating. Skyward Sword's layout may not have been for everyone, but it tried some genuinely clever things in marrying the overworld with dungeon design, and there are not many other games that have opted for a similar approach. I'd rather EAD3 keep mixing things up and trying new things rather than just constantly re-iterating on one overworld design a la Bethesda.
- This whole 'living breathing world' stuff I don't get. There isn't a single Fantasy game out there that has a living breathing world, not even WoW with its millions of players. It's a marketing term, not an actual design term. Dark Souls didn't have a living breathing world. Everything in it was dead, or dying. Skyrim didn't have a living breathing world, everyone followed janky ass AI patterns (though less so than Oblivion). What Fantasy games are there actually out there that present the living breathing world that Zelda apparently misses out on by not including?
This is the sort of thing I don't like about modern discussion of Zelda games. Game mechanics and designs get shat on, but are only replaced in the debate by abstract concepts and intangible ideas. This thread has had any number of people talking about the 'feel of adventure', wanting to 'get lost in exploration', wanting to play in a 'living breathing world'... what does any of that mean in real terms? If Aonuma were to look at this thread, how is he supposed to take on board criticism of puzzles when intangible stuff like that is offered as the alternative? How is he supposed to take those abstract ideas and make mechanics from them? How do you make a 'living breathing world' when everything needs to be rendered in modelling software and coded in ones and zeroes?