Wind Waker is unquestionably my favourite Zelda, the only one I've taken to 100% completion (Nintendo gallery included) multiple times, and that was with the old Triforce hunt and before the various conveniences added in WW HD.
Pretty much the only thing threatening its position is that TP and SS set a whole new standard for dungeon design, whereas even WW die-hards like myself will admit that dungeons were one of the few respects in which it was not head and shoulders above the rest of the 3D series.
I've missed so much about it—not just the sense of exploration and the overall gorgeousness, but the amount of depth that was put into how items, enemies, and wind physics interacted. It was a joy just to sail around all day and test out how one thing interacts with something else. Nothing excited me for Breath of the Wild more than the declaration early on that the developers were taking Wind Waker and addressing the interchangeability of how the islands were positioned (it didn't really matter where they were, as the sea dividing them was just the sea) by making the traversal of the overworld from one key location to another varied and interesting. SS was on the right track with that, recapturing the density of traversal puzzles in the 2D games, but in segments that were as isolated from each other as the islands in WW.
A proper Wind Waker 2 that dispenses with the constraint of a set order of progression through the story is what I've been asking for since 2003 (partly as I played KOTOR that same year, which led me to envision a future Zelda that would unfold dynamically based on what you decided to do or obtain first—and this time, hopefully in a more meaningful way than the do-it-in-any-order of ALBW, where items were still mostly useful in one place and nowhere else). If we get dungeons that feel as organically woven into their thematic environment as the ones in the middle acts of TP and SS, the package will be complete.
Also when the fuck do we get a spiritual sequel to Majora's Mask. Come on, Nintendo
If BotW is the game we want it to be, I think a crazy Majora-style diversion may be the only way to follow it up. And I'm hoping for it: a smaller-scale game, also on the Switch, that preserves the systems that work in BotW's ground-up redesign but within a tight and idiosyncratic structure sure to invite controversy.