I remember graphic designers ripping The Wind Waker's visuals to shreds - saying how the effect masked the horrible models and was another facade Nintendo employed to mask a half-assed effort - and thinking how much I didn't really care...I mean, it doesn't matter how you did it, right? If the game looks good, I don't care if there is a low polygon count or whatever. Would anyone bitch if somehow Resident Evil 4 was revealed to use some trick to make it look good, and was "cheating" to get great visuals? No.
Visually, the game felt like playing an cartoon. I personally would have preferred more inspiration from certain anime visuals (even trying to replicate a Miyazaki film look would have been better in my opinion), but The Wind Waker, for its time, had really impressive art direction. It's a shame Nintendo killed any chance of the game getting the full praise it deserved for this by teasing fans with the realistic Zelda trailer at SpaceWorld and E3. Though, the game won an AIAS award for visuals.
Control wise, the addition of a true, free-roaming camera was the greatest addition ever. I can't say enough of how much it sucks to play The Wind Waker, and then trying to go back and play Ocarina of Time or Majora's Mask...it's like, "Oh, no free camera...suckage".
I was not very happy with how Link moved. He seemed sluggish and respnsiveness was "looser" than the N64 predecessors. I could perform tight maneuvers (ie walking/jumping along narrow platforms) much more effectively in Ocarina of Time or Majora's Mask. They also added the "slide" when Link tries to shift directions quickly. While this makes it more "realistic", it was a bit annoying.
Once I figured out how to "turbo-sail" using sail boosting (opening and closing your sail at a certain pace to go really fast), as well as the ability to warp, the sailing was more enjoyable.
Too much "hand-holding" occurred in the game. You were always told where to go next, you were always beeing spoon-fed information. The exploration edge the game had was lost almost immediately by pre-scripted events and the fact that by the time you can sail anywhere, you already have your objectives outlined. This is unlike Phantom Hourglass, where you do get to know sort-of where to go next, but once you arrive, it's not as easy as getting off the ship and going to the dungeon. The Wind Waker it was "go here, then go there" in black and white. Phantom Hourglass makes it so you "go here, but wait, you can't go further, go look around the nearby area for something". Basically, the only real exploration you could do was for side-quests or non-crucial stuff.
It was sad the game was rushed out. Another dungeon for the beginning, and another for the second half, would have helped the game go a long way. Three dungeons, then the Tower of the Gods halfway point, then three second half dungeons. Seven full dungeons, plus You-Know-Who's Tower, would have been basically eight full dungeons. The dungeons in The Wind Waker were also incredibly awesome, especially the Earth and Wind Temples. Co-op dungeons were awesome, and I wish there were more of these in future Zelda games.
Unfortunately, the Triforce portion near the end was too drawn out. I mean, in all honesty, the finding the "parts" portion sucked. Actually getting the maps was fun. They should have eliminated the need to "find" the Triforce shards in the ocean, and rather, had you find them at each of those places you found a chart.
The finale, as cool as it was, was too much like Ocarina of Time's finale. Though the way it "finished" was much better in The Wind Waker, I was still very displeased it was essentially a "clone" of the finale of Ocarina of Time. I mean, you even stab You-Know-Who in the head again...albeit in a different form. Zelda's also around to help you out again.