Ooh, I never heard about that mechanic. Link? I'd love to see Link age throughout the game from a child to a teen. I always preferred Child Link/Toon Link, anyway.
I'll try to find it, i'm sure I was looking at this the other day.
Kinda hard to watch them talk about TP's items only really serving as "Keys" whilst ignoring all the instances in which you can use them to explore the secrets in the overworld to unlock Pieces of Heart, Poe Souls, and Golden Bugs; I know that that's not exactly a lot of interesting things to find, but I fail to see how it's so different from bombing a random rock in the OG Zelda to find...a piece of heart. Overall though it was pretty good discussion, and I'm glad they share the same fears that certain things might suffer because of the non-linearity, I hope Aonuma and the Zelda Team are aware of the potential problems as well.
I think they meant actually using these items continuously throughout other dungeons, other explorable areas which were not just 'bombable' one room caves but mini dungeons lie in the Wind Waker, which could have its own set of puzzles, enemies and lucrative incentive rewards past collectable items. TW suffered from the lack of interesting explorable areas, the lack of using some of the items continuously outside dungeons in these areas as well as poor incentives and poor rewards.
Not to say OG Zelda is different, but given the obvious limitations of the game back then, what they could potentially be doing now is greater. Think the optional items in ALTTP, optional masks in MM, upgradable items in SS(to a degree).