I most certainly want more-aggressive enemies. I've done a bit of thinking on this, and upon recently playing through DmC: Devil May Cry, I have some observations.
Zelda should be exactly like DmC: Devil May Cry!
No. I'm kidding. It's a good game, but the two are separate. That said, I noticed something about DmC's combat that I think Zelda could draw inspiration from. Zelda need not be a huge, glorified brawl that flies in the face of every physics law ever made (which is arguably what makes Devil May Cry awesome), but think about the combo variety and move selection. In DmC, by jamming the sword button repeatedly, you get a basic four-move combo. Simple, right? By hitting it twice, waiting a moment, then pressing it again, though, you can unleash a spinning move to clear the enemies around you. If you hold the sword button, you can charge up energy waves to launch at enemies. What technique you'll use next is basically decided on a split-second reflex.
Zelda could use the same sort of intuition in its combat. Again, Link doesn't need to double-jump or defy physics any more than he normally does when pushing blocks off of edges, but Devil May Cry's variety is noteworthy. What if a simple button press turned a strike into a parry? What if the timing of your button presses could create moves like feints or dodges? The combat system could become much deeper. This is just a starting point, not a "Zelda should directly rip off Devil May Cry's fighting style!" I feel I need to emphasize that pretty heavily.
Another thing I'd like to see is a more in-depth dodging system. In 3D Zelda, you get sidestepping, rolling, side-jumping, and back-flipping. This works for the current combat system (which we are trying to change, are we not?), but you open up more possibilities for more engaging bosses and enemies with more evasion options. In modern Zelda, you have either too simple (walking to the side) or too extreme (jumping to the side). What about a simple turn to the side to let an attack pass? How about ducking under a boss's humongous sword, then lunging in for the kill? Or rolling to the side in addition to being able to walk, lean, and jump in that direction? Real combat is often about subtlety, and Zelda taking this into consideration could probably allow for enemies and bosses to become things of legend. Besides, how many other games use that in-depth approach to combat? If Aonuma truly wants to make Zelda unique in everything, this is a good place to start.