So here we frickin go.
The biggest gripe, amongst poor controls and bad writing about sonic games is the level design; those of you here with great knowledge concerning theses things cite the over use of bottomless pits and lack of diverse routes as the main problems, followed by lack of originality in design in general. The first two issues are those that are the most pressing, so that is what I will try to focus on.
When going back and looking at the level designs from Sonic 1,2 and 3&knuckles (aside from the fact that the original games rarely had more than 5 death pits) it becomes apparent that for the most part the design of the levels follows a two part pattern of three paths, normal, high, and low, (which is expanded further in 3&knuckles to include normal, high, low, tails only high and knuckles only low), speed/platforming combination and/or distinct platforming and speed sections.
Examples:

http://www.soniccenter.org/maps/s3z12.png
This allowed for using the same level for each character while avoiding a redundant experience. However despite the varying routes available, almost all of the paths you choose will still end in the same place, (the exceptions to this are a few levels in 3&k where Knuckles goal is entirely separate from Sonic and Tails) this, when looked at in retrospect seems to be a foreshadowing of the current tendency towards "one pre-ordained path with minor detours available and bottomless pits" (also known as laziness) which seems to dominate the games currently:

So what is the answer? opinion is not completely united, and seems to fall into two camps: Free roaming and an overhauled linear stage that goes back to the original level design; each design has its pros but which would be better?
Free roaming:
The free roaming stage would be a great departure from tried and true Sonic formula, without the set up of point A to point B gameplay the goals that have long dominated Sonic levels (get the emerald, break the pod, get to the ship) would have to be overhauled or changed entirely. In a free roaming level akin to the one in the above figure, how do you retain the sense of speed that is inseparable from Sonic? Having a free roaming level seems to lend itself to "collect these" "chase this" or "do this area of intricate platform jumping" (which has its place in sonic games, just not as the focus, Mario this is not) In order for those goals to retain a flavor of Sonic, the "collect this" and "chase this" goal would have to be implemented in such a way that it was very fluid thing, the levels would have to be designed to allow an uninterrupted acceleration of the good hedgehog without any rudely placed traps or enemies to interrupt, in essence a tamer mach speed experience in either a circular or oval level. This could also lead to free roaming unique goals, such as having to bring Sonic up to a certain speed before being able to advance; let us say something like a playable Sonic CD intro, once you are running fast enough sonic would be able to run up walls and mountains, making it so that you could place a goal at a great height somewhere in the level that would only be accessible once you gained enough speed to run up the surrounding terrain. However this is something that might sound good but be bad in execution; your thoughts?
Overhauled linear levels:
This one is less of a departure and more of a return to the "roots" of Sonic, you simply build a level with multiple and truly divergent paths without bottomless pits or only a few as in the original games. If implemented correctly a more linear level allows (in theory) faster areas of play while still allowing for the platforming element; even better it would be easy to design the levels with character specific paths. Sonic would most likely lay claim to the "normal" path, focused more on speed and smooth platforming, Tails would get the "High" path with more verical/platforming to take advantage of his flight, Knuckles would get the"low" path, rock smashing and gliding areas, something like pumpkin hill, and a fourth divergent path for Shadow (shaddup). Shadow has the unique power of chaos control and chaos spear, build a path for him that has puzzles that takes advantage of being able to slow down your surroundings and the power to hit far off enemies and objects with his spear, it does not have to be combat oriented, just take advantage of what makes Shadow different.
Now while I say that each character would have dominion over their particular "path" I do not mean that each character should be bound to their path only, much like Sonic 3&Knuckles each character should have limited access to each others paths. Once again how would this theory work, your thoughts?
C' mon speak, draw little diagrams, which would you like to see implemented?