With the disclaimer of only having played like 20 minutes of it and seen maybe an hour of a LP I was half ignoring while cooking dinner.
Good god, whoever thought adding weapon durability in was a moron to start with. You can literally look at other series ranging from Elder Scrolls to Dark Souls and they either removed it entirely or toned it down to the point its only a concern if you utterly disregard it. Zelda chooses the opposite approach of making it obnoxious as possible.
The whole cyber-(punk?) stuff feels kind of out of place. Maybe it'd win me over eventually, but it mostly seems to be trying to shill me on using the Wii U controller that I wasn't actually using.
Open world I was initially terribly confused by it being the "first open world Zelda". They prettymuch all have been open world in the basic sense, with a mostly linear order of objectives aside. Other then this one forsaking said order, not much has changed. If anything, the emphasis on being a *bigger* open world has compounded an issue the series has always had with dead space thats not really used for anything. Wind Waker would still narrowly beat it on that issue, since Wind Waker's open dead space was literally just flat giant stretches of water, but its a close second.
Inventory management, GUI, and controls have always been a bit of a bugaboo in Zelda. The swordplay is usually alright, but the rest has always been a chore. Again, BOTW only adds even more junk to juggle around this mess. Even for some bizarre reason choosing to make your lifehearts one of the smallest elements on the HUD despite their rather critical import (they're also just floating off in a corner away from the rest of it.). Basic ideas like popping up a menu or being able to quickslot food to cook it on the fire don't exist, instead you have to open the inventory, find the consumable section, add the items individually to be held in your hands, then drop them on a fire and hope the physics don't push them out.