This topic is for all those plain unintuitive things you see in every ZC quest but just don't make sense for a modern game. Now that we're moving towards a "non-Zelda" brand I think it's time we cleared out some of those weird "Zelda 1-isms" that haven't already gotten fixes.
1. Directional Bombs/Shield - That thing where bombs don't damage the darknut if the bomb is "facing" opposite of the Darknut. The Darknut flashing but not getting hurt is also wonky.
2. Half-Tile Enemy Knockback - If enemies aren't on a full tile (or half tile?) and you hit them, they don't get knocked back. This is especially noticeable with slow enemies made that way with the Enemy Editor. My personal idea would just be a rule to disable all enemy and Link knockback to make things "equal", but I understand some people like using the knockback.
3. Directional Knockback (BS Zelda style) - If you don't hit an enemy at a 180-degree angle to it, it won't get knocked back (i.e. hit a right-moving Moblin from the top, it won't get knocked back).
4. Visible Dive For Item - I have already requested this on the ZC dev server but it would be great if underwater items can have an Armos/Chest combo-style setup so that one can see the item in the water and it disappears after grabbing it.
5. Sideview Enemy Gravity Options - What can I say? Anyone who's used default enemies in sideview has probably wished they could change some enemies to have gravity, and others not.
6. Nayru's Love Invincibility Boolean - This is another thing where it makes sense as a holdover from Ocarina of Time, but any "Non-Zelda" version of it would probably be better served not getting stunned or knocked back when Link gets attacked.
Notes on 2.55:
1. Bomb wall suction disable is already a thing in the newest 2.55 alphas.
2. Same with "boss fireballs look like enemy fireballs, but can't be guarded". Now every single enemy has its own "projectile" sprite that you can edit via the Weapons/Misc sprite editor and assign to an enemy in the Enemy Editor.
3. Roc's Feather has a new option where it cannot cross screen transitions. I think the "Jump Height" algorithm is planned to or has already been reworked.