Finding the Kikwis is straight up classic Zelda questing.
If you never had to do something like it in the original game, it's not really accurate to call it "straight up classic Zelda questing."
You can actually find them without even talking to the elder
But this doesn't let you progress in the story.
and they give you a good reason to explore the area and use your skills.
When the most interesting thing to find in the world is the mandatory fetch quest objectives,
there is no good reason to explore the area (except for that the game is making you). How does that come off as good design?
Getting to the summit required taking a linear winding path, but the you open the area up and find new sections. Finding them uses your Zelda skills to track them and solve environmental puzzles to reach them.
The only point of the opened-up part of the environment was to find the pieces of the key.
It doesn't stand up for its own sake.
Escorting Scrapper... Well, I suppose the excuse for this is pretty lame but... I love the bow controls in SS and an excuse to use the bow was fine with me.
This is a lame excuse. You didn't need an escort mission to have a reason to use the bow; you could have just had an area with tough enemies that are much easier to fight with the bow.
Tadtones presented a unique challenge. I wouldn't mind if they cut it but I enjoyed it.
I enjoyed it, too.
It didn't need to be part of the main quest.
The Silent Realms were some of the best parts of the game. Really fun and challenging.
I agree, I liked these and thought their existence was justified in the main quest.
They're still padding, though. They hide a bunch of objects in an area you've already explored and make you go find them. Alternatively, they could have hidden the item you get for beating the Silent Realms in a new area and had you find them the traditional way. Lord knows there wasn't anything really interesting surprising to find in the overworld otherwise.
I mean really by your standards the dungeons are all padding because they're just an excuse to keep you from the items.
The dungeons are the levels of the game. They are themselves the areas you're meant to conquer and explore.
Fetch quests aren't levels; they're tedious chores required of the player, layered on top of areas that could have existed/should have been able to exist without fetch quests. They could have been replaced by dungeons and/or new overworld segments that lead you to the same result.
This a point I've made in past Mario discussions. As great as Mario 64 is the stars are an excuse to pad the game. You'll have a mission where the goal is to go to point B. Then mission 2 is to go to point B again and take 10 more steps. About half of the missions shouldn't be standalone missions, but they all kick you back out of the level and force you to retread the entire level when you complete one. It's like if NSMB made you restart every time you got a star coin.
I agree; this is a really big problem I have with Super Mario 64. I think Super Mario 64 is horrendously overrated; I think there's a reason Galaxy surpassed it.
So going by this definition, every time you're required to find something in a game is padding? Having to find a key in a dungeon to unlock a door is padding? Collecting stars in Mario 64 is padding? Most games are entirely padding?
Lock-and-key dungeon design isn't padding. The keys are integrated into the design of the dungeon; good dungeon design is design that makes it difficult to get to the heart of the maze. (Even then, I think Zelda should minimize its reliance on keys; in the original game you could often skip large segments of dungeons if you found the proper shortcut.)
The collect-a-thons I'm talking about all exist in areas that you can otherwise freely explore. There's no innate trait of overworld design that makes a mandatory collect-a-thon essential to good overworld design. They're simply arbitrary mandatory tasks introduced to keep the player from moving forward even if their free exploration leads them to what would have otherwise been the "end" of the area.
In classic Zelda, you could go straight to almost any dungeon if you wanted. But sometimes the dungeon (or the pathway to the dungeon) would be too tough, and it'd be beneficial to explore the rest of the area and find secrets like Heart Containers and shops to power yourself up before you entered the dungeon. And sometimes you'd get lost on the way to the dungeon; finding the dungeon itself was a kind of challenge.
Collect-a-thons are a novelty that was introduced because this kind of design
simply disappeared from the franchise. They're a poor substitute for that classic balance, and so I think they're relatively speaking poor design and should be pruned in favor of the classic approach to overworld progression. When I talk about padding, I'm talking about the game having to introduce extra hoops for the player to jump through because the natural gameplay - the free exploration, the combat, etc. - fail to offer any kind of challenge for the player to overcome on the way to the next level.