while I enjoyed SMG and (to a larger extent) SMG2, I also think it would be cool for them to move back to a more abstract base for designing levels
I always had this feeling in SMG/2 where the goal was presented to me and it was clear almost immediately what I was supposed to do to accomplish it, whereas SM64 almost always felt as though I had to figure out how to accomplish that goal in addition to actually doing it, which was a nice layer of depth that SMG/2 didn't have (but SM3DL totally did, I love that game)
LITTLE MAC 2014