Imho none of the dungeons in LttP are that interesting, most or all of them are strictly linear affairs. I agree that bombable walls should be unmarked/difficult to notice, their way too obvious in Ocarina of Time, Majora's Mask, Wind Waker, Twilight Princeess etc. There was ONE bombable wall that was not marked in Skyward Sword that you could tell by hitting the wall with your sword, but it was in a suspicious location so it's not too well hidden and it didn't even contain a good reward (I think it contained a bunch of rupees).
I'll admit some games like Link's Awakening used the tell tale sign of a bombable wall in a simple puzzle by having the cracks only appear on one side of the wall in some cases, so you needed to memorize the location and bomb it from the other, unmarked side.
Also, in ALttP the order you can do dungeons in pretty much becomes a free for all after getting the Magic Hammer because you virtually have every item a dungeon would require for you to complete them by that point in the game. Dungeon 7 is the only Dark World dungeon after getting the hammer, that requires an item outside of that dungeon to progress through it,
Edit: Also with LttP, virtually none of the dungeons featured bombing walls or arrow triggers. Dark World Dungeon 1 required a bomb for the Dungeon Item and I think arrows for an eye statue, but I can't recall any other dungeons requiring bombs or arrows for progression (Aside from boss enemies).
Edited by Nicholas Steel, 11 July 2015 - 12:29 PM.