The above image is a bit misleading, since building Tarry Town is one of the best and most rewarding sidequests in BotW. Other quests don't have quite the same impact, though.
Most games fall victim to the usual quest types: fetch me x, go kill y. Breath of the Wild is mostly no different. Even if exploring the world to accomplish these tried and true tasks is a joy in itself, the materials are there to make something even better.
A good deal of it revolves around the characters (see previous slide). Many of them request something unique sounding or different, like the desire for seeing specific gear sets or obtaining special ingredients. But then nothing really happens.
Then there are those characters who should have some kind of quest associated with them. For example, Paya has terrible self-esteem, so why not let the player do something to help her out?
Then there's the aforementioned Lurelin Village. A situation where Link's choice to help eliminate monsters resulting in some kind of change in the village would be nice. For instance, opening up new shopping opportunities or somehow having an effect on the world.
The world and people are so dynamic, and the quests do have the potential to be interesting. They should also have some kind of impact on the world.
That kind of cause and effect setup where the game can change based on the player's choice does require a lot of work. However, the core of BotW has the concept built into it anyway, and the sequel is being built on the same engine. With the backbreaking, trial-and-error work out of the way, this is the time to really dig into how the player can interact with Hyrule and its people.