I played Twilight on the Gamecube, as I thought it was the way for it be (eat ass, right handed Link). I thought it served well for that era, and considered the wii port as a mere "perk" to finally having some control of link, but definitely not a necessity. It's like Little Big Planet for the PS3 Move -- the original is fine, the move controls are a perk and added feature, but not necessary.
You do realize that when a company has to port a game over to a new system, it takes time and money. Especially if said port uses a controller with a completely different control scheme (implementing waggle, sensor controls for aiming purposes, reducing the number of controls tied to buttons or sticks, ect). And said time/money could be used to polish up a game instead.
And I don't get what the complaining is about. Wolf Link was still used even after necessary and in fact made getting around faster. They had portions where either form was necessary, even if it wasn't a continuous use of the dual-form dynamic. What did it really matter? It's not like he was the one with the creative tool arsenal, and was fun enough when you needed to explore as him.
So how many fights did you use the Wolf form for after getting the Master Sword (aside from Ganon's second form since that entire fight was feature mechanic central)?
I fucking hate the boomerang, and like it best when it's there-and-back (old-style), and not looping around (3D).
The fact that some items are useless happens only because you're given the freedom to pick and choose what dungeon you want to do, so they give you dungeon-specific tools that will allow that freedom (and bring it all together for use in the main field and the last two big dungeons).
Unfortunately the Gale Boomerang can actually fly to a ridiculously long range and can bring in items like Pieces of Hearts in this game. There are more puzzles that require the Gale Boomerang too compared to the Bow which was limited to cutting rope from a distance, shooting eye switches, and the one time you actually need Bomb Arrows. The other long range weapon, the Slingshot, has but two uses; getting past the tutorial and on three Skullitas in a particular room in the first dungeon before you get the Gale Boomerang.
Wind Waker still hits a 7-dungeon mark. Sadly, that stupid fortress you're basically item-less for is what counts for this to work (the full 8, if it's counted twice). But nevertheless, you get the exchange to explore islands, ships, subs, squids, and collecting treasure and triforce pieces. Not the best compensation, but certainly better exploring than the much beloved "secrets" in Ocarina of time which involved re-used grottos.
Oops. I was thinking about Minish Cap which only has 6 dungeons. Wind Waker has 7.
That said, the largest island in the game was Outset. You can't tell me that you wouldn't want a bigger island to find off of the beaten trail somewhere. Can you?
Most Zelda games too, in the problem you cited with Minish Cap, have periods of traveling and working to getting into new dungeon, and finally hitting that dungeon. If you have a problem with that, it's generally a flaw with what you don't like in the series (hell, me too at times). But most Zelda games usually have you do or explore some shit region before you can get further.
The point I was getting at with this is that you explore everywhere and do everything on your first trip up save for gathering loot spawned by Kinstone Fusions, and you do this every time you go somewhere. It's like a Metroidvania except more Metroid Fusion than Metroid Zero Mission where you have to do everything either on your first trip or when the game opens up near the end.
I don't get why complain about kinstones. They're "alright". Generally made it better than simply finding chest in the field, at least they make you work for some goal. My only major complaint with the series by this point, which looks like it'll be remedied soon enough, is the lack of shit to buy when rupees come in boat-load fulls throughout the games.
No argument about the lack of shit to buy. The series has never not thrown more money at you than you know what to do with. My beef with Kinstones was more or less stated above but to reiterate; Kinstones are basically the game's way of hiding shit from you even though there isn't a place you can't reach. You'll be lucky to have more than 10 hearts by the end of the 4th dungeon. You wont have the full 20 until the postgame though thanks to the extra 6 figurines you unlock after you beat the boss. Same with the Mirror Shield. And the Light Arrows and the Goron Kinstone Seller are permanently missable.
All in all, I admire that the Zelda series stays to it's routes but still tries it's best to be fresh where it can. I love the old Zeldas... all 3 that were actually "pretty damn good" (sorry NES ones, there's classic, but there's also "dated"; the ones here I mean are LttP, LA, and OoT), but the other titles, to me, have been merely way to add... ...I dunno, cool new fucking rims to add the wheel that worked so well. I personally have no beef anyways, nostalgia goggles haven't really clouded me none. To each their own?
While I still love the NES ones I can't deny their age or lack of appeal. You had to be there I guess. As for OoT, that game hasn't well at all; the 3DS version adds just enough to be interesting but the original is probably the most badly aged title in the series (doesn't have the difficulty bite of the earlier games, controls are clunky, most fights are boring, there's a couple of good reasons to explore but most of them only pay out in rupees which you never really need except to buy the Giant's Knife/Shooting Galleries/Bombchu Bowling, and Adult Link's Hyrule Field is fucking boring). MM is actually a heck of a lot better in terms of going out and looking for shit. And the Oracle games had their moments as well (mostly centered around Season's ruins area).
That all said, I don't think there's been too bad of a game in the series save for the CDi bullshit. They're all at least good or better save for the DS games. But WW and TP both definitely felt like they had room to improve in.