Why is minimal dead space (i.e. space not on the critical path) not a design criteria? In level 9 (in the appendix[1]), for example, there seems to be a large amount of space that isn't on the critical path at all. I understand that this increases the non-linearity of the level, but it seems to me that it would also significantly increase the amount of re-traversal required to get through the level.
Level 9 is a war of attrition between the player and the dungeon. The dungeon is intentionally designed with a lot of non-critical areas in order to get the player lost, so that he'll run across more sets of enemies, and eventually be ground down to a point of insufficient resources (health, potions, ammo, etc.) to complete the level. In this sense, beating Level 9 is really an exercise in efficiency, rather than the free-roaming exercise of exploration that carried the player through previous dungeons.
There's also a very subtle psychological dimension at play in Level 9. By the time the player gets to Level 9, he is so used to random exploration, bombing of random walls, discovery of secret areas, and so forth, that his natural instincts are to bomb every wall and explore every room. It's precisely these inclinations that will land him in trouble in Level 9. Almost every wall is bombable; almost every room seems interesting; almost every path is interconnected. Accordingly, in order to beat Level 9, the player must "unlearn" a lot of the behaviors that made him successful, throughout the game, up to that point.
[1]: http://www.gamasutra.com/db_area/images/feature/6582/Zelda-L...