I don't know about any of you, but the hunt for the triforce of courage was a huge turn-off for me in WW. In fact, I had played it constantly up that point, and then stopped playing it for months. If it wasn't for that, I would say that it was too close to call.
It was kind of a turn-off, really. That part of the game gets a little annoying and can also be quite tedious. I think another dungeon (in which the Triforce shards were located) should have filled that spot. On the other hand, I guess it
is unique to have a quest all over the Great Sea, but I would have preferred another dungeon, hands down.
Wind Waker brought a whole bunch of 'new' to the table, while Twilight Princess simply took what we all loved and grown most emotionally attached to and tried to make it as epic as possible.
WW was also really epic, though, more than TP in my opinion. But you're right, WW introduced many innovative features while TP seemed to recreate what we've already seen. I think that's a plus for WW, though, because the games should introduce new things and not recreate past titles. If they want to do that, they might as well remake OoT or MM.
Twilight Princess suffered from having way too easy bosses, and Link had too many options in sword combat, allowing you to defeat enemies with ease. Wind Waker tended to have a harder difficulty, staying alive wise, but the puzzles were the same difficulty for both games.
TP suffered greatly from the easy bosses. Seriously, the bosses weren't a threat
at all, when bosses should be the most difficult part of the game. Thinking realistically, when is fighting a monster 20 times your size easy? But Link having more combat options wasn't the problem (that's actually a plus for TP); it's the simple fact that the enemies in TP barely put up a fight to Link's skills. So instead of toning down the sword skills, they should have toned up the enemy AI.