Also, am I the only one that liked the overworld sections of Ragged Mountain? I feel like that adds a bit more life and complexity to the areas if you have some overworld areas interspersed in there. For example, here's some things they could do with it:
-Having to explore new sections of a dungeon later in the storyline (much how Double Grass is used in the main games).
-Having optional areas to explore (like the expedition in TDS, where you have optional "path" mini-dungeons that you can explore).
-Adding puzzles and other such gimmicks (like Crystal Cave in TDS).
-Possibly secret exits to dungeons which are more difficult to find (locked by keys, blocked by an obstacle in which only certain Pokemon can progress like water or lava, etc.).
-Interconnection between different areas in the game. Maybe you can have one dungeon lead to another, and have several optional dungeons unlocked by exploring alternate paths.
-More interaction with the environment. Ragged Mountain already does this to a degree (having you go through two floors of Mystery Dungeon to get to the top of the cliff, knock down the log, and go down another two floors to reach the other side), but there's some more interesting ways to go about doing this. For instance, what if instead of using the log to cross the bridge up the cliff, what if you had to push the log down the cliff onto the broken bridge, and then go back in the entrance you came from, go down that section of the Dungeon backwards, and then cross the river down at ground level. Minor difference in this case, I know, but it'd be a lot more interesting with larger and more complex dungeons.
Anyway, I'd love to see more of this in the series. Do they do anything more with these overworld sections in the full game?