Two things I enjoy about CV1's candles:
1) the immortally meaty
"THWACK" when you break 'em (Tecmo observed well - both CV and NG are perpetual arias of thrashing hit SFX and chirpy item pickups)
2) they count towards your shot upgrades, so blowing away scads of 'em with a fresh cross, or nailing arc shots with the axe, is not only idly amusing but also quite productive.
With CV1's relatively methodical pace, it's not the unmarked candles that bother me so much as the enemy subweapon drops. st4-2's courtyard AKA
The Inaugural Eagle & Fleaman Show *would* be a breezy thrill of tactical dispatch... but the looming threat of a landmine in the guise of a free axe demands absolute concentration, no matter your skill level. An annoyance for veterans, and given Creature's grave threat to newbies, a mortal hazard if you're banking on cheesing him with triple cross or holy water. (or even slightly more artfully bashing him with triple axe/dagger)
OTOH, Bloodlines' marked candles are a huge help with its Ninja Gaiden-esque pace. Except for the occasional stretch with unique "item box" sprites that all look the same, like in every other Dracula.
(st5-1 courtyard... what is it with courtyards?!).
This brings to mind Rondo's very different solution to unwanted swaps: having the replaced weapon spawn in a drop of its own. No guarantee it won't go flying down a pit, or that you won't be blocked from collecting it before it vanishes - this seems to gel with the game's forgiving but not unlimited air control. One chance only to reverse your path or bend a neutral. The 16bit Dracula games are such an interesting bunch! More like individual sequels to the FC trio, than anything so perfunctory as a "franchise."
NG itself would've genuinely benefited from marked item boxes. Nothing fancy ala NG3's superlatively helpful transparents... just Bloodlines-style "subweapon inside" markers. It's only relatively recently that I've properly learned NG1 and NG2's candle layouts - the former mostly just lets me jumpslash more freely, but the latter becomes a different (and much-improved) game entirely. Given how obviously the designers were tying subweapons to specific stage sections, NG3's visible items really would smoothen things out. Instead you gotta bite the bullet and smooth it with you own two hands.
HIGH PRESSURE OPERATION. Downshot going down (sterilise that pit you motherfucker!), Upshot going up (get the scroll for FUCK SAKE), free up time to catch the wind for a no-wait jump (WAITING IS 4 CHUMPS, INSTANT RESET):
Less pressure, but a fun sequence with the same sense of shifting gears on uneven terrain: