totk is a complete miracle of coding/engineering, i still have no idea how they made the crafting and physics work so seamlessly on switch 1 hardware.
finding out they added not just a sky world but an entire lower world as well was incredibly impressive and imo i enjoyed the lower world very much.
there is zero chance they ever abandon this formula considering the sales numbers, but there are improvements they can make relatively easily imo with a little imagination.
i'd like to see them build on totk by:
1) returning to a more medieval world. something like dark age hyrule, without all of the technology and rebuilt civilisation. just getting a bit sick of it, plus removing a lot of the fast travel and constant inns and stores is more interesting imo. something between what we have now and skyward sword's proto hyrule. make the dungeons and locations more varied in terms of art and visuals, make them feel like dangerous, unique places again. have fewer more memorable NPCs so that 90% of the dialogue isn't hint-based exposition. have actual physical items do what the current powers do.
2) making this coincide with a possibly optional survival mode where the food and crafting system maintains its relevance for longer. one of the joys of early botw and totk is figuring out how to leverage your resources to enable exploration of environments with extreme conditions. the tutorial area in botw with the cold mountain and the multiple solutions the game gives you to them is a feeling basically not replicated again after an hour into the game as it pelts you with clothes that make the systems pointless. being able to hold too much food and use it at will via menus similarly made combat impossible to fail as well. i love the clothes overall they're really neat but getting the top tier "i solve all your problems" outfits should require the culmination of a lot of effort in the zone, not being handed to you as soon as you get there in a shop.
3) integrate classic zelda dungeons into the game. everyone is calling for this, and i just don't think they clash nearly as much with the philosophy of the games as nintendo thinks. being able to go anywhere doesn't mean you have to be able to do everything immediately when you get there (nor should you really be able to go anywhere without preparation). hell daisy chain the dungeons if you have to, so that e.g. you can beat the first three without any special items barring the item you get in them, the next three only with the special items you get from those three dungeons plus their own item, the next three with all six items plus their own, and a final dungeon that makes you use absolutely everything. i'd be fine with that, would make me go explore more not less.
4) those items can mostly be traversal based with impact on the overworld instead of combat based. the spinner wheel and dual clawshots from TP, gust bellows, dig claws and remote control beetle from SS, deku leaf and grappling hook from WW, all this shit can integrate perfectly with the new physics and elements engine without making it irrelevant. keep the climbing but add a few more surfaces you can't climb without items, or make the items a reward that would increase the speed of your climbing more than just increasing your stamina or making it faster, etc.
5) return to permanent items again in conjunction with the current system. a base level of the item can be made permanent, i.e. you eventually find a standard bow, standard sword, standard spear, standard twohander, standard bomb, standard axe etc. using the crafting system you can upgrade each item along unique lines, but it's these buffs that are temporary like the current weapon breaking system. e.g. turn your sword into an ice sword for a while, upping damage and having the same elemental implications as they do at the moment, but when the ice breaks it goes back to being a normal sword, not just disappearing entirely. rewards for exploration can therefore be materials and recipes for crafting, and eventually upgraded permanent bases to scale your dps appropriately. best of both worlds imo and boosts the survival elements above even more. you could even go full fromsoft and give multiple bases with different movesets and animations and stuff to keep receiving new rewards interesting without it just being damage upgrades.
5) the soundtrack experiment with botw was OK but it's time to return to the traditional approach.
to me this'd basically be the perfect video game i dreamed about as a kid lmao. they're so close to absolute greatness with the current environmental engine and how all the pieces fit together, one more iteration should do the trick imo.