Having now completed the main story quest, and the game as far as I'm concerned, with around 85% completion, I feel comfortable enough to weigh in on this game; bear in mind this is the Wii U version. This contains SPOILERS. Do NOT READ if you don't want spoiled.
My concise thoughts are, as much as it pains me to say so, that I agree substantively with Jim Sterling if not on a point by point basis. It falls around a 6.5 - 7.5/10 for me, depending on when you catch me and what's just gone on with the game. There's quite a bit of fun to be had, I don't deny that, but that fun is couched in so much busy work that my enjoyment of the game frequently got smothered.
The Good
There's loads going on for this title in terms of aesthetic potential which is, to my own taste, utterly squandered. In a world varied and nuanced as this, using the cell-shaded style they did feels like a complete waste and predicated entirely by the inability of Nintendo's hardware to push anything better. And, no, I'm not suggesting that it ought to look like Horizon, that game is set in our world and geared toward exaggerated realism, but having an evolution of Skyward Sword's style would have been a better preference for myself. I dream about what this title could have been visually if Nintendo had returned to a GCN philosophy and stood toe-to-toe with what will be the ninth-gen systems.
That said, character and item designs are phenomenal. The only real weakness to me were the Gerudo, which had very little variety even with their Champion; other than that, top-notch and gives everything else out there, including Horizon, a complete run for its money.
The mechanics that I loved most were the climbing and stealth mechanics. The first things that I did in my run, after leaving the Great Plateau, were to level my stamina, go after the climbing bandana and unlock whatever towers that I could reach without the need for resistance clothing, often relying on stealth and stamina to get me up into a tower. After several attempts to get the Woodland Tower and getting exploded into oblivion, I paraglided in quietly and no one in the military camp was the wiser. The single most tense and enjoyable time I had was with the Central tower, beset as it is on all sides with Guardians. I hadn't at the time mastered perfect guard (since then I've taken to using a boko shield against Guardians just for giggles) and the entire climb was a sequence of mad rushing jumps and crouching away from laser sights. Absolutely thrilling. Equally fun to me was mountain climbing, planning where the handholds would be best, where a slight outcrop would permit a stamina recharge. So much fun.
The Bad
To me, the present weapon durability mechanic is not only stupid, it has a chilling effect on the hack-n-slash element of the game, which, if you're trying to bring the feel of the original Zelda into the current generation, is not something that you want to do. A much better way to go about things, in my own opinion, would be a experience-based weapon fouling mechanic, so that when one starts out, every hit that connects weapon to enemy should have an experience-derived damage modifier, so as to replicate when one starts any sort of weapons training, one's proficiency at handling said weapon and delivering a blow in a manner that does not damage that weapon is much lower than after loads of practice. That means that game should keep track of how many enemies you have fought with a particular weapon, and use a defined algorithm to determine how much you've fought with that weapon, how many of that particular enemy type you have fought, and killed successfully, and assign a damage modifier per connection. As it is, whether one is a three-heart green player wearing the old shirt and trousers, or rocking thirty hearts and the Armour of the Wild, a bokoblin club lasts the same number of hits. That doesn't make sense. Moreover, it makes no sense for the Champion gear to have limited durability. Disregard that each culture clearly poured huge time and resources into making, for their respective Champions, weapons of superior quality, we must assume that there's some degree of magic which ties them to their respective places of forging and returns them should the Champion fall; each Champion died in battle in their Divine Beast, so we either assume that those weapons did return to their people, those people sent other, lesser warriors to retrieve them and they managed to survive (unlikely), or it's an Apollo 18-style plothole. In any case, whether just on account of their quality or a presumption of magic, the Champion weapons should not be able to be damaged. The enforcement of a Wow-style cooldown on the Master Sword is equally ridiculous, a pure restriction mechanic designed exclusively to temper the sword's OP nature against the lack of linearity preventing maintaining of enemy threat levels when one backtracks, and to keep the threat of the blood moon from becoming a non-issue.
Somewhat related to this is the need for blacksmiths to repair weapons and the dire need for storage chests. First, Souls games, which are series to which BotW has often been compared lately, has equipment repair mechanics and they're considered crushingly difficult by some. Even if you just do a tiered system of weapons, where tier one (monster weapons, traveller's varieties) cannot be repaired and just break, tier 2 (soldier weapons) can be repaired ten times, tier three (knight weapons) can be repaired thirty times, and legendary weapons (Master Sword, Hylian Shield, Champion weapons, exclusive amiibo weapon drops) are repairable indefinitely, it would be vastly superior then just never using them because you're afraid that they'll break. It would also be very helpful to have a place to store items outside of your inventory. God knows, I went to an extraordinary amount of effort getting the roughly 450 Korok seeds needed to fully expand my inventory, but that doesn't mean that I want to have to cycle through that much in the middle of a pitched battle. True, you can by mounts for your house in Haterno, but you're limited to three each for swords, bows and shields. There are, I believe, seven or eight amiibo custom sword drops alone. There just needs to be a place where you can keep your extra weapons and materials.
The Shrines. Oh, my God, the Shrines. Rather than the queer pseudo-monkish names, each one should've been called Aonuma's Revenge No. 1 - 120. Puzzles, puzzles everywhere and not a bit of enjoyment to be had. Were it not for the fact that they were necessary to increasing stamina and hearts, I question whether a great many people beyond completionists would do more than ten of them. This, I suppose, was to make up for there being ostensibly four dungeous (really just one repeated four times), and the Hyrule Castle battle.
Miscellaneous
Aside from the changes I've mentioned in The Bad (which I do not anticipate being fixed), Nintendo should nonetheless continue working on BotW, just as SE is continuing development on FFXV for the remainder of the year. In additional to the Expansion Pass quest content, it would be good to see some easter egg equipment drops beyond the amiibos; given the theme of flesh versus technology that's so prevalent, and with Monolithsoft's involvement in the title, I would love to see the Monado show up. Touching on Horizon again, which also has similar themes, it wouldn't go amiss to be able to have a weapon similar to Aloy's spear be available from Akkala, which allows you to hack a Guardian and restore it to its original state, like one does with the Divine beasts.
The Bottom Line
I liked BotW a fair bit, but then there was a quite a lot to like. It's a solid entry into the Zelda series, grossly over-hyped as they always tend to be (I still have not reconciled with Skyward Sword's 93 composite), but unlike past titles, it's one of the few that I almost certainly will not find myself playing again. The time investment to have a well-rounded, non-speed run experience was too high for what I ultimately got out of the game in the bargain.