After exploring the world of hyrule that appears in Breath of the Wild twice, I feel tired of this iteration of the world.
In Tears of the Kingdom, we meet a Zora who comes from beyond Hyrule. Did she come from Termina, the world of Majora's Mask? We'll never know. It is possible that she's somehow from Holodrum or Labrynna, the worlds of Oracle of Seasons/Ages. It is possible that Hyrule is just one province of a huge world.
Think of this. A new Link, in a new iteration of Hyrule. A small amount of this Hyrule (No bigger than the great plateau) could be explorable. Once completing some precursor quest, like the Ordon Village intro in Twilight Princess or Outset Island in The Wind Waker, the true main quest would start. Link would have to go beyond Hyrule to save the kingdom. Maybe Zelda is taken by something, dragged away to a world beyond. Taking from Zeltik's video, this would be good for the developers because it allows them to shed their limitations. They don't have to rely on basic tropes like the Great Deku Tree and the Triforce or Ganon/Ganondorf. What if the hero wasn't Link? What if the hero was another swordsperson, meant to rescue the hero, wielder of the Triforce of Courage. We would get a new bad-A hero like in Wind Waker. A hero that has no divine presence to help them, but their own inner strength.
After playing The Shadow of the Colossus, I have realized how important exploration and environmental storytelling are. The game has vast ruins with broken down buildings, streets, pillars, and whatnot. What makes this special is that it's all there. In a Zelda game, the dungeons have intentional puzzles. In The Shadow of the Colossus, all the buildings make sense. They all are very logical and usable, but the wear and tear makes actual gameplay out of them. For a better example of how to do things like this, look to Ico. Ico is a game that takes place in a castle. In that castle, there were clear stairs all the way up, nice clean hallways, and accessable rooms. However, by systematically destroying certain parts of the building, the game has meaning. If a staircase is collapsed, you must stack/push blocks. If a ladder has toppled over, you can put out a fire in a brazier and climb onto it to reach the top area of the room. Ico is a beautiful game because of this, and I'd like to see this in the next Zelda game.
Divine Beasts seem like a great idea. No. They're not. They're mini-dungeons with hollow puzzles and a boss at the end. You must interact with several terminals to fight something, and then get a special ability. Each Beast takes about 30 minutes to beat if you know what you're doing. Even compared to a Zelda 1 dungeon, they're short. I don't think this kind of thing should go, though. Similair mobile puzzle thingies could be used as mini-dungeons which would be optional. I think that completing them in any order is great, but they shouldn't be so integral as main dungeons. I'd like to see a mix between Ocarina of Time dungeons and the castle from Ico. A giant temple filled with doors with a monster hidden somewere. Some doors have keys, but most don't. Most are just collapsed.