
The Earth Temple is pretty good with it's central room outlining the progression goal from the start, the mirror puzzles, and a creepy atmosphere, definitely the best dungeon of the back half. The forbidden woods is fairly forgettable, the Tower of the Gods has a slow first half (the boat sections could have been cool but just feel pointless with how cramped the area is), and an okay second half with the statue puzzles. But it's also kind of just a standard fire dungeon otherwise, and the other dungeons either don't have as many interesting set pieces to hold them up, or the gimmick is just isn't a lot of fun. The grappling hook is a nice item, there's a good sense of progression and variety, especially as you momentary go back outside as you ascend the mountain, and the boss is memorable. Dragon Roost Cavern is probably the best dungeon in the game, maybe excepting the Earth Temple. Wind Waker also peaks really early with its dungeon design. It's always been a real bugbear of mine since I first played it, that the illusion of the great sea's vast scope is so swiftly terminated, my ever crushing disappointment with the Ghost Ship and Hyrule beyond the barrier basically being brutal executions of the thrill of potential discovery left to see.

Wind Waker just kinda shrugs its shoulders by comparison, a brief jaunt into the mini-mini dungeon likes that are the fire and ice islands a kinda damning example of the most flavour the great sea offers post Forest Haven/Second Dungeon. And Skyward Sword of course, the game that gets the most flak for this is the one that's actively doing its best in my mind to reuse its main areas in new ways, alas in divisive fashion and that it only has three relatively standard biomes making them feel more samey, though I'd argue its execution tries more than others if nothing else.

Ocarina managed to hang back Gerudo Valley for the late game as well as more noticeable shakeups for areas due to the seven year gap, Twilight Princess has a number of offshoots like the hidden village and snowpeak that give something more to the round 2 revisit segment of a zelda game. You've seen all the main hotspots as early as reaching Forest Haven, which is ridiculously early.

To follow up the great list o' arguable Wind Waker filler islands, the great sea feels particularly stung by how it reveals all its populated landmasses early on, in essence it's not at all dissimilar to the OoT/TP and SS formula of the second half of the game often involving revisiting the main areas from the first half, but Wind Waker handles this less elegantly than the rest.
