It was an interesting read, and I do concede that Tooie had more unique ideas in it than BK, but I still find BK more enjoyable and better designed than its sequel. The backtracking point is also highly subjective, and while I can understand the appeal of it, I myself am slightly irked by it, and can easily see why some people are flat out frustrated by the time required to go back.
One thing that does annoy me about the backtracking conversations, though, is that most people I hear from on both sides of the argument group all instances of BT's backtracking together and judge them as a whole. I don't expect everyone to be able to recite every Jiggy location before being able to participate in a conversation on the game, but even fans that claim to have beaten the game dozens of times often lump all instances of backtracking together. I see backtracking as being able to be broken down into three subcategories.
1) "The Good". The defenders of backtracking often bring these up- it's clear that you'll have to backtrack when you first encounter the puzzle, and when you do, there's a direct path from the later level back to the earlier level. Once you're done backtracking, you can take the exact same path back to the later level. These are, unfortunately, very rare, but one example is the kickball tournament in Hailfire Peaks- you can quickly take the shortcut to Mayhem Temple, transform, and head back, no need to manually enter or exit any levels. The only players that find an issue with this are ones that like doing one level per session, as they're unable to make sure they're actually done with a level- a valid complaint, but not a very common one. Most people against backtracking cite examples of...
2) "The Bad". Like any actual conversation about the quality of a game beyond a simple buyer's guide, this point is subjective. Myself and most others in the "no backtracking" camp dislike this type of backtracking, but it definitely has its fans. What I put in this group is unlocking new content in old worlds, but having to manually return to the old worlds. Traveling back with no shortcut just pads out the time to complete the game, and if the barrier was never there, the level would have functioned just fine with direct access to the part of the level that's blocked off.
I'd qualify BK's sole example of backtracking, the second Bogey race, as this. In BT itself, having to return to TDL and WW after learning claw clamber boots from GI to give the hamburger to the caveman qualifies as this. If all you had to do was open the gate and walk through (or if you learned how to use the boots earlier in the game) I'd consider it a case of good backtracking, but unfortunately, you can't deliver the hamburger until long after connecting the two levels. At least there's a reason to return to TDL after getting the burger, and at least it makes use of an otherwise almost useless area (one of Bogey's kids has a *chance* of spawning there), otherwise I'd consider it a case of...
3) "The Ugly". Luckily, BT doesn't have too many examples of this, but the few that it does are hard to defend. The defenders of backtracking claim that being able to access a new part of an old level adds to the worldbuilding and can be a nice surprise- again, *if* there's a new part of an old level. The thing is, this isn't always true. In some rare cases, BT has you do something in a new level to just spawn a Jiggy in an old level. Imagine if in BK beating Boss Boom Box would spawn a Jiggy back at the main hub of BGS. It wouldn't add to the gameplay or reveal any new area, you'd just have to go backwards to collect it, and it would be a chore. Examples that immediately come to mind are returning to Dippy in TDL after giving them water for a Cheato page and crossing the Stomping Plains (also in TDL) as Banjo after learning the Snooze Pack from GI.
DLC? UGANDA WILL NOT HAVE THIS SICKNESS!