Paraphrased from what I posted on the YT page (I hope he responds to some points, but there are a lot of comments there):
The combat section was the most revelatory part for me, but that's because I didn't take that much time to analyze the system in my 120 hours with the game. I just accepted that some enemies hit really hard. I went through most of the game with a cumulative gear DEF of 9 to maybe a max of 36, probably less because I don't think I maxed out any set (like Super Bunnyhop, he loathed the grinding it took to get there). I just didn't care that much about buffing my DEF, and chose to just get better at flurry rush... but never noticed how exploitable it was as the video showed. Again, probably because I didn't spend a ton of time analyzing and experimenting in the same way.
Also, not sure if I missed it, but he didn't really talk about weapon modifiers, like how fire weapons are good against ice enemies, ancient weapons vs. guardians, etc. The weapon/durability system is something I really enjoyed, as soon as I stopped getting attached to gear. It's a tough habit to break based on how we've been trained to cherish/treasure cool gear, but you get good stuff so often the deeper in you get that trying to conserve ends up being an exercise in futility. Plus, I really enjoyed using crappy weapons against strong enemies to do some chip damage. Fighting a Lynel for a while with a weak-ass bone arm creates a pretty funny visual, if anything.
Breaking combat with DEF takes a lot of time though. He didn't talk about how long it actually takes someone to get DEF into the 60-80+ range, or how long it takes to collect all the Korok seeds to expand inventory as much as he did. By then, I'd almost see that as a reward for time invested as opposed to breaking the damage/DEF balance or cluttering inventory.
It was actually quite sad hearing his story about the Lynel! My first encounter with one was during the Zora quest. It took me a couple hours to finally figure out the attack patterns, and by the end, I was down to 0 melee weapons, 0 shields, 0 food, and just some standard arrows. My last few arrows flew true and I took it out. It was one of the greatest feelings, up there with the elation I felt playing the Souls games and Bloodborne. I avoided a lot of the Lynels going forward until much later in the game, but that moment is cemented in my brain as one of the best of this generation. It sucks that it was one of his worst!
I liked the shrines, even the easy ones. Again, had I taken the massive amount of time to record and analyze every one afterwards, I'm sure I would have seen individual faults, but in the aggregate, they were more a positive memory than a negative one. The shrine he singled out as broken is one that is often cited for having the most varied solutions, which I see as a positive, even if he saw it as unfathomably bad design (sorry if I'm misquoting, but that's the impression I got from that section).
Framerate isn't consistent, can't argue with that. Sidequests are pretty basic outside of several shrine, Kass, and the Tarrey Town ones. On a related note, I wish he would have spent some quality time with the game's sound design. It would have been really cool to hear his analysis of that part of the game in greater detail, since I think it's pretty brilliant for the most part and really bridges the gap between player and what they're experiencing on-screen.
In the end, I appreciate deep analysis videos like this. I still think this is one of the best games I've ever played, but that doesn't mean there still isn't lots of room for improvement. If I could have a game with BOTW's exploration/artstyle, TW3's quest quality, HZD tech/combat, and as he said, "more Zelda" (proper dungeons with some tool/item gating, better storytelling, Link actually talking, etc.), that might be just about the most perfect game ever.
Hopefully we'll see something like that in our lifetime.