I'm not sure I have any dream aesthetics. Boring I know, but I'll leave that to the team. I even loved the Shrine / Divine Beast aesthetic - it just got tiring because it didn't change.
For one, I want some dungeons to feel like their part of the landscape. I want multiple entrances and even some random exits that dump out into an otherwise tucked away alcove in the overworld. Hyrule Castle is similar on some levels, but I want more.
Much easier said than done, but I want them to continue that feeling of player choice that they get from the overworld within the dungeon as well. Divine Beasts had the illusion of choice, letting players solve discrete puzzles in the beast in any order, but aside from employing clever physics/chemistry tricks, every player played the same dungeon. The same was not true of the navigating the overworld; Everybody's hero's path, korok seeds and shrine encounters are meant to be different. Perhaps one route into a dungeon could bring you into a specific room from above, revealing a slightly different puzzle / giving you a different way to progress than another player who might have entered a room from the ground floor. Neither player need complete the alternate path(s) to progress.