Yeah, I don't want to jump into anyone else's arguments, just got a few cents of my own. That was a pretty good read and a real sense of growing danger is something I always felt was missing from most Zelda games, but couldn't really put my finger on exactly what the feeling was.
But I don't think the 3 Days in Majora's Mask is a good example. Depending on when you ask me, that game will be somewhere in my top 3 for the series. The "time limit" wasn't real though. It showed characters lives progressing and changing over that short course of time, which is a great point of interest, but you can rewind the time whenever you want and essentially be no further back in the quest, and it still gave you enough time to do plenty of exploring and dungeon crawling. I'd call it more of a simple (but deep in storytelling potential) game mechanic than an instilled sense of urgency.
On the other hand, there were several times in other major games where you think you've accomplished something, and it turns out things have turned for the worse. You get the 3rd spiritual stone and suddenly Zelda's running for her life. You take the Master Sword and you've inadvertently unleashed Ganondorf on the world, only to find out when you wake up as an adult. You think you've rescued Arryl, but not only does Link fail, he finds himself on Ganon's !@#$%-list. These are the kinds of story hooks that pull me in and give me just that sense of urgency, when they aren't overdone or predictable.
Not to mention, Twilight Princess did have a handful of those tense, time-limit situations, like being trapped on the fiery bridge, or carting the Zora prince through dangerous territory. Those were on the right track for the game IMO, and I would have liked a few more of those situations.
Main point from the article still taken though - all in all, whatsisname just seems to wait in the final castle to be defeated. I'd be happy if the next major Zelda game focuses on the big bad(s) causing more crises or forcing fast, important decisions, more than trying to be innovative with the dungeon puzzles and items.
Screw you Yahtzee, bombs and boomerangs and arrows are a staple of these games and I can't wait to collect them.