Aaaaand, finished.
97 shrines
144 Korok Seeds
All memories obtained
Zora -> Rito -> Goron -> Gerudo
I'll probably play more to sweep through the shrines, but as I walk away from it, the biggest thing I admire about the game is its elegant design. Its decision to give us a very specific set of tools (weapon, bow, shield, paraglider, bombs, magnet, ice, stasis) and then design a world that leverages those tools with minimal hand-holding. The verb set they give you is more limited than in Zelda games, but it gives them the ability to give you open-ended situations that let you play around with it without explicitly suggesting, "THIS IS A HOOKSHOT PUZZLE."
There are obviously shrines and examples where it is immediately clear this is, for example, a magnet puzzle. But, in general, they don't signpost the world with giant hooks everywhere. There's no Navi or Fi there, prodding you along down the prescribed puzzle solution. And then there are beautiful moments like the Constellation Puzzle, where they just drop you into a room and say, "here's a suspicious room, see if you can figure out what we're thinking of." Nothing is explicitly said. The designers trust that through observation and logic, we can figure out what they're hinting at. The lone cedar tree on Hebra Mountain is another great example. You can feel amazingly stupid trying to figure it out, but once it clicks, it is a magical moment.
(Actually the cedar trees in Lanayru are another example of intuitive and subtle signposting on the part of the developers. There's something about trees in this game.)
That being said, I would like to see their follow-up game explore the concept of "inside versus outside" more. The thing that games like Xenoblade and Xenoblade X have over Breath of the Wild is that ability for you to find a little hole in the wall, go inside, and proclaim, "what IS this place???" And Zelda certainly has these moments (Hebra is the best at this feeling), but would like to see this expanded upon in the future.
(And, as I complained before, the Rito portion of the critical path is too short and abrupt. Great sidequests, bad main quest. I suspect Revali was being difficult during the shoot, and Nintendo didn't want to deal with him anymore.)
But those are pretty minor tweaks, really. What an amazing experience of a game this was.