I wholeheartedly agree with the OP. However, here are my top WOZ annoyances:
1) There is ZERO grace period on the ball saver. If the light is out a millisecond before draining, you are done. I've cursed it many times.
2) The witch hurry-up doesn't pause while you are on the castle playfield...so if you miss the witch and go to the VUK instead the counter keeps going...do I flip on the castle playfield or let it fall off so I can finish the witch off?
3) That damn castle playfield...you get up there after knocking the guards down and drain off you have to knock the guards down again. It becomes really frustrating after capturing Dorothy and spelling Rescue, opening the door finally and draining off it. Have to start over on the guards and door...and really hope you don't accidentally hit the rescue loop to add a ball...now you have to spell rescue again and open the door! Rescue multiball is extremely difficult to start!
4) It seems that every time I get rainbow spelled locks or EC multiball is lit...so, I get stuck hitting the ramp and trying to juggle twister and multiple balls. One or both always seems to be lost for me.
5) Fireball frenzy always seems to start with some other multiball for me...good luck avoiding the "fire" shots with multiple balls!
6) The spinning house hangs low on a corner and hits the ball if both in the right place...anyone else notice this?
7) During Melt the Witch, like clockwork, I always drain a ball after locking one in the VUK. ALWAYS.
That said...boy this is a fantastic game! I've wanted to slam a sledgehammer through it many times, but challenge is a good thing. I love it!