I just don't like the whole ledge thing altogether. For something in 3D, like LoS, it's alright(I guess), but for 2D, I think it breaks up the pace. Something that would keep the pace and be ideal for getting up and down walls would be something similar to the wall jump in the Mario and Mega Man X games(or even the original Ninja Gaiden games). It allows you to manually jump back and forth quickly so it doesn't break up the pacing. Also, regarding jumping towards ledges, hanging then pulling yourself up, just make ledges far enough to regular jump(or double jump depending on the character and where the platforming segment is located within the context of the game's story progression). I see Simon and Alucard moving fast through corridors, ripping through enemies(well, the ones that don't take forever to kill), then they get to a point where they have to do the wall/ledge shimmy and it just feels disjointed. It's like, "Okay, let's kick some ass! Some major speed monster killing, look at me sprint through these castle corridors! Oh, a hole leading doward. Okay, hmmmmm, is it right hand then left hand? Gotta be careful and take me time on this one!!".

The backgrounds ARE really beautiful. If anything, IMO, MS outdid the original LoS as far as capturing the "Castlevania feel" regarding the look of the areas(and the monsters, as the zombies are more traditional and less Silent Hilly like in LoS).
Aside from that, what I did like was that some of the bosses(other than the one with the Plague mask), particularly the Executioner, seemed less durable(like if their skin was made out of adamantium). The original demo footage where the Trevor fought the Executioner had him take forever to go down. The recent footage, there seems to be a trick to get his health down faster(that blue aura field), which I like.