I own tons of toys for it and have played through each game more than once.
That said, I'm a bit disappointed by some of the design decisions in this recent iteration, especially for co-operative play. It really feels like a step back in that regard.
My main issues:
1) The treatment of falling and platforming. We lost the ability to teleport to the other player intentionally, which was a boon in the last game. Not only that, but falling in platforming, more often than not, takes BOTH characters back to the beginning of the challenging area. This is ESPECIALLY bad in the water sensei realm. Try co-opping this with a young gamer to see how much this design choice just sucks.
2) Nothing like the vehicle sections anymore

3) RIP Spark Locks - the new turn-based co-op lock thingy is ok, but those spark locks were a blast in co-op.
Other little things - like how sky-chi powers sort of just take of the whole screen, and with all the new functionality there still isn't any baked in interactive elements to the powers, new puzzle modes that avoid co-op altogether (egg rescue? Skystones is now a puzzle?) makes this game a bit of a step back in the co-op realm.
This plus the loss of a bunch of little details that made Superchargers great imho (skystones as a puzzle instead of actual deck building is a bit of a downer as well, no more portal master levels, and the writing is just not as clever as it was, thrusting of the racing way off to the side, loss of traptanium functionality - except as a way to get infinite gold, which is itself a kind of too-bad game deflating blunder), and I find myself a tad disappointed in many of the actual game elements of this new outing, despite my utter delight at the actual imaginators part. I DO really dig the direction the M.A.P. represents, and I hope that is indicative of where the series is going...