Just beat level 7 and I have to say level 7 was some horrible horrible level design.
I think the point of dungeon 7 was to mix things up. Up to that point, the dungeons had been getting increasingly difficult. With dungeon 7, they stepped back the difficulty of the enemies considerably, but compensated by increasing the challenge of navigating the dungeon and figuring out its secrets.
1. The entrance was cool but the clues were to vague
True enough. Granted, there are three "ponds" in the game, and the other two have fairies. So a hint like "where fairies don't live" should have pointed you to the correct screen. From there it was a matter of figuring out what to do, and there are only so many items in your inventory. A lot of people don't figure this one out on their own, but I don't think its too much of a stretch.
3. The new candle is super lame. I have the flame from the wand so I can already get flame more then once on a screen if I want it.
The wand is useful for lighting up dark dungeon rooms. But it is completely impractical for burning bushes. If you are hunting for secrets under bushes in the overworld, the red candle is indispensable.
4. WTF is up with the boss. It shot like 2 energy balls which I lazily dodged and it went down in 2 hits. It was ridiculously easy. It was significantly easier then some of the non boss enemies.
Again, true enough. This is the exact same boss that you faced in the 1st dungeon, and in dungeon 7 he is a complete pushover. This was another instance of the designers showing you how far you had already come in the game.
5. Make me go so far through the dungeon and then find out I needed some random meat to go any further. No way I could have seen that coming and prepared ahead of time.
Heh heh...ha HA HAH! I can understand how this would be frustrating. But personally, it's one of my favorite parts of the whole game. It's just one random puzzle that involves an item that is largely optional for the rest of the game. I felt it added a bit of whimsy and unpredictability. You never see this sort of thing in games these days, and I for one would like to see it crop up more often. Every game should have at least one moment like this.
6. Finding the starecase to the boss was again just trying tons of random stuff. At least I knew what room to look in from the clue which was cool.
After a fairly easy dungeon, the room with that staircase is just sadistic. Three sides of the room are comprised of narrow corridors formed by blocks, wall-masters are constantly threatening to drag you back to the entrance, and three ghosts are constantly patrolling the room and can disable your sword, or knock you into a wall-master.