It could easily be resolved by giving you good (for the current progress), but not very good weapons that never break and have only better weapons break. Technically, this is the case due to the bombs, but I have been fighting solely with bombs for a while already and let me tell you: That's less than ideal.
I don't understand why bomb which are like REALLY bad damage wise is your "best" way to fight. The weapon moblins have are already better and there is ton of them. Actually i have difficulty to stock all my favorites weapons. That's more the problem !
Really, the fact that you have to constantly change even for bad weapon is really good to me, and good weapon with good durability mean that you still want to only use them "when the time is right" since it's still breakable.
Just try to play differently ?
Density is already a metric relative to the size of the world: Content per "squared meter". I agree that the world is denser than in many other open world games and certainly denser than the liquid wasteland that is Wind Waker's ocean, but there is still a whole lot of pure traversal going on, where there is nothing but scenery.
Depend, on the first travel, there is so much stuff to do tot he right or the left that i can't even just do a straight line with my horse for too long. Yeah, sometime there is nothing going one but as far as i'm concerned, it's more for the "diversity" than anything else.
Maybe I'm just not far enough into the game, but for now (I have done 28 shrines so far), only few puzzles could puzzle me for a short while, none for any longer. It is not as trivial as Wind Waker, but the puzzles are easier than in TP and SS and since the fights are significantly harder, this changes the balance a lot.
The opposite for me too, TP was like one of my least favorite ZElda because of how easy the puzzle were. Wind Waker at least had the two lasts dungeon (wind and forst) and even Skyward Sword sometime puzzled me since there puzzle were quite new. And here, in Breath of the Wild, i have a hard time figuring out some solution and some time even find some way to "cheat the puzzle".
Also, we have to think what is a puzzle. There is some tower quite hard to attain and for me, it's a puzzle on itself, which is the better way to go ? How can i avoid some of the stuff ? I think one of the way BOTW is harder puzzle wise than some Zelda is that we, outside of Shrine, often don't really know when it's a puzzle or not. A lot of time i'm thinking "was it the way i was supposed to resolve it ?" even in Shrine actually. The fact the puzzle of BOTW can be solved in multiple way make them feel somewhat richer too.
The problem with puzzle difficulty is that it's way harder to understand than battle. I have a hard time with BOTW, you have a hard time with TP. It's not "really" Nintendo fault, we just have different way to think...
They could just allow enemies to follow you when you are climbing, there is no good reason why the player has to move at a snail's pace when climbing all the time. In fact, in Assassin's Creed, which has quite fast climbing, you can still easily be shot down from a building when you try to escape by climbing.
I think it all come down to the endurence metter, from where i am, i climb quite fast, i also boost myself with elixir quite often, i can jump because i have a lot of stamina too and even special equipement for climbing. Because of that, i'm way faster to climb than at the beginning. Aonuma had to reward the player for visiting the huge world, heart receptal just wasn't enough, having the endurence jauge is a very good way to do that as i really feel an evolution in my character.
But yeah, at the beginning it's a little frustrating, not a perfect solution at all.
Though I don't think this necessarily yields SS2, considering I count SS among the ten best games ever made and the best Zelda game, I would not be opposed to an SS2. The changes I suggested would certainly not be sufficient to make an SS2, because the non-linearity and exploration aspects in BotW are not significantly touched by my recommendations, but both were miniscule in SS (which I think was a mistake wrt. reception, though one likely required to be able to establish the overworld puzzles properly).
To be honest, i loved SS for the story but also because the main gimmick of the game mean that all puzzle were very different from what we saw before. Some objects were really cleaver (like the beetle thing) and for me, that was the mean interest... For the rest, it felt like "more of the same" to be honest. The way BOTW do things is waaaay different. you already have all the tool, you just have to think about it, it's not just an open world, i would describe it as an open puzzle. It's a lot different than before... Even more than SS... Which i like.