I don't think we have to go that far.
I think that we shouldn't have minibosses after every floor. Having a miniboss room every floor lessens the amount of rooms we can use for puzzles. Also, it imposes a segregated design because each segment would be kinda like a minidungeon, with it's own boss.
Also, is a segmented design even the best way to go?
The last dungeon wasn't like that in ALTTP...
Also, I wrote a small roadmap, showing what needs to get done, design wise.
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Decide on basic dungeon asthetics. The graphical style (Zelda 64/Mario 64) is already known.Finalize basic layout for dungeon. How will the player be able to move around the dungeon?Design basic/rough layout of the individual floorsDesign puzzles based on the basic layoutTweak the layout based on the puzzlesFinalize individial layoutsDesign layout for enemies and non-puzzle actors. Abruptly stop when about 65% done.Implement the dungeon with instructions from my Alpha Dungeon Design document
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