Oddly enough, despite Dimps overseeing the creation of the 3DS version, I actually kinda' liked it more than the Wii U version on initial analysis. Maybe I just don't see any big Dimp-isms yet (aside from Caterkiller chase and fucktons of hoops together), and yet despite not having seen any big branching paths and what seem to be fences hindering Sonic from going below (as well as the rather half-assed loading portions for the levels), it seems a bit more...stable? From what I've seen classic items such as elemental shields and all appear in this version as well, and they seem to be better embracing the new gameplay than I initially suspected.
Wii U's Desert Ruins...Sonic Team, there is a point where too much diversity in your levels goes a little out of hand. I mean, the tropes are cool, but they don't seem to fit together. At least the 3DS version gets the "desert ruin" aspect that is suspected: We have gravity-defying sweets for one Act, and suddenly a giant tree with honeycombs in the next. I can maybe understand if honey is being associated with the "sweets" theme, but could you maybe made it more...desert-y? Ruin-y? I could cite similar complaints for the first act as well.
I dunno, while I do have quirks with the idea of forcing certain gameplay on level tropes I would otherwise play like the game promises from Wind Hill...actually, I might be less questionable of the game's seeming nonsensical diversity if we had the option to explore all these level tropes to the same degree. But it still irks me a bit.
That being said, I am still looking forward to seeing more on the game, and I hope our E3ers out there can give us the scoop on how well the level design seems to fair thus far. The told us about having plenty of paths and other such things, so I'll give them the benefit of the doubt.
~slight rant over~