I probably need to replay the game to have a more fully formed opinion, but at the very least I thought the Faron Temple was awesome. I think it had the most confusing layout by a wide margin, and the many entrances to the dungeon like Skull Woods in ALttP made mapping out the dungeon in your head a puzzle in of itself. The dungeons were a lot of fun overall, and I think they were better than the dungeons in BotW or TotK. I liked how some dungeons essentially have dungeon items or if not, area specific echoes that act like dungeon items. The nature of this game made it so that unique echoes or items you receive in one area tend to be helpful in other areas which could make replays of the game more interesting to see how the order affects things. For example the cloud echo in Lanayru made everything in Eldin very easy for me. My next playthrough I will switch up the order. Accessories were really cool, and I think they could have been dungeon rewards and there could have been more of them.
Here is my early ranking:
8. Inside Null - I think this counts as a dungeon, but it kind of was just a teaser for how much potential there would have been to have more content with Link and Zelda. There could be a game in the future that could be played co-op or single player with Link and Zelda like in the Tower of Spirits in Spirit Tracks (which was single player but could have worked co-op).
7. Suthorn Ruins - This dungeon started the game off well and introduced a lot of mechanics without being overwhelming. The first fight with Echo Link was really cool.
6. Hyrule Castle - The stealth elements were done well, and that at least made this different from the other dungeons. I prefer more puzzles, but it was fun.
Dungeons 2-5 are very similar for me. All were a lot of fun, but I don't remember them as fondly as the Faron Temple.
5. Jabul Ruins - I felt like the dungeon was purposefully designed to be easy after water mechanics in the series have traumatized gamers. Even ALBW had a far more complicated water dungeon, and that game is commonly considered one of the easiest in the series (for the record the two hardest water dungeons are both in Oracle of Ages and are back to back). This ended up feeling like it followed the TotK design philosophy of having a cool environment in which you need to track down a certain number of special locks. That's not necessarily a bad design choice, but it gave me a little bit of PTSD despite me actually liking TotK's dungeons.
4. Eldin Temple - This dungeon was made easy for me because I had the cloud echo which let me go over lava safely anywhere. I will definitely have a different experience the next time I play it. At some point late in the dungeon I realized I was skipping the intended solutions so I starting gliding with a keese as much as I could.
3. Gerudo Sanctum - I think playing in the sand in this game is a lot of fun. There are good puzzles, and the multiple entrances to the dungeon made things more complex to figure out.
2. Lanayru Temple - The fire and ice mechanic made for lots of fun puzzles and was a good theme. I liked how the final floor tied together neatly with the puzzles impacting multiple rooms, but it was straightforward enough that it wasn't too confusing.
1. Faron Temple - As I said above, I loved the multiple entrances and what was different about them compared to the Gerudo Sanctum was that most of them were not obvious. I found most of them when exiting the dungeon. This could make subsequent playthroughs really fun as you can do the dungeon in a lot of different orders and experiment with different paths. There were really good puzzles as well. I think the Armos puzzles were a little vague, but I eventually figured out what you are supposed to do.