This might turn out to be a somewhat unpopular suggestion, but I feel I should put it out there.
Right now there are a lot of complaints about enemies, traps, certain room features being "tedious" or "annoying" and there have been several micro arguments over the fine tuning of such features. However, I think there is something that can be done to address these complaints in a more general way.
I propose changing the game's balance to significantly reduce the average speed at which the player passes enemies and obstacles.
* Professor Paul1290 ducks head for incoming "BOOOOOOOOOOOO"
Wait I'm not crazy (maybe) don't lynch me yet!
The reason I believe this will help is because I feel that the pace of the game is such that players are burning through enemies, traps, and rooms quickly enough that it is unnecessarily increasing the occurrence of repeating room, enemy, and obstacle combinations and creating a need for repetition.
Lets say you have a room full of traps and enemies that the player needs to take a significant amount of time to navigate through. If hypothetically you were to look at such a room by itself out of context, these would seem like valid obstacles that the player should have fun navigating. However, I don't think this holds up as well in the game itself.
I think this is because when the player is playing the game, they have built up the expectation that anything they do will have to be done many more times within a given trip or playing session.
Everything the player would have done by the time they encounter a new obstacle would strongly suggests that any obstacles they traverse will have to be done many more times before they reach their immediate goal. Every enemy, trap, or other obstacle in the game is seen in this context. Because of that it is very easy for such obstacles to feel "annoying" or "tedious".
Compared to other side-scrolling that have similar enemies and obstacles, in AVWW player encounter such obstacles very fast and very frequently. There are some games that are exceptions where this happens even more quickly and frequently, but they tend to be much shorter or have a significant advantage in content density.
Imagine if you took a traditional side-scrolling adventure game and gave it twice as many rooms, but made it so you could pass through them in half the time. You'd be going through similar content within the same amount of time, but it would probably feel more repetitious and everything would feel rather diluted.
To sum up the above, everything can seem "annoying", "tedious", or "repetitive", if you know that you will probably do it ten more times within the next hour.
AVWW is inevitably going to repeat things until the player finally feels like they've had enough of the game. However, I think the sense of repetition can be reduced if the number of reps per span of time was reduced.
What I'm suggesting is re-balancing the enemies, obstacles, rooms, and other elements of the game so that the average speed at which the player gets to their immediate goals is much lower. At the same time, because the player is moving slower, you would be able to safely multiply the amount of reward given at the player's various "destinations" so that they don't have to reach for said "destinations" nearly as many times.
By doing this you could reduce the occurrence of repeating combinations within a given span of time, reduce the number of trips in the same area before the player moves to a different area, and open up more opportunities to apply more complex traps and enemies more effectively.
Imagine if on your way to anything in AVWW you spent twice as much time in each room, but only had to go through half as many rooms to get something. Do you think the game would feel better?