I think the biggest thing about MQ's 'difficulty' comes from finding the switches they hide in really weird spots, like the cow head in Jabu Jabu's belly. There is one room in the fire temple, iirc, where you have to shoot a wall decoration texture with no clue at all, and doing so lowers a flame around a climbable chain-ladder thing. In the original, shooting ornamental wall textures would sometimes give you rupees/ ammo, but that's the extent of the hint. This is not unlike pulling on paintings in houses in AlttP for rupees. Once you realize this, a lot of the dungeons become pretty straightforward since you should already have a basic understanding of the layout of the level. MQ also throws more enemies at you, which I like. I wish OoT had more 'enemy gauntlet' areas, tbh. A lot of the enemies go underused, and there really is kind of a lot of variety for a 3D Zelda. The flipping on the 3DS version can be confusing at first, but I enjoyed it. Hmm. maybe I'll play MQ again lol. I only beat the 3DS version of MQ once, and that was around when it came out.
This is unrelated, but I'd love to see another BotW style Zelda where they have a lot of dungeons, but instead of over 100 mini-dungeons, give us like 30-40 OoT sized dungeons. Ahh, that'd be cool. Oh what the hell, sprinkle some shrines in there too,

