Nintendo cares deeply about continuity, and breaks in continuity are intentional artistic decisions made to facilitate a "mythic" aesthetic. There's too many piece of strong continuity in minor NPCs and incidental environmental details between BotW and TotK for the more glaring apparent...
The Tower of Spirits from ST will probably always be my favorite dungeon. Some of the best puzzles in 2D Zelda, and I loved going through the tower with Zelda by my side. It also did a great job of contributing to ST's fantastic sense of narrative momentum since every set of floors completed...
It's honestly baffling to me that this catch-all solution is still in the game as powerful as it is, to the point you basically don't need to do a single puzzle in the final dungeon. There's plenty of examples of the game accounting for very wild and creative player ideas, but one of the most...