I can definitely see the good in most of these, however, some of them I have doubts about. Not that they will be completely horrible for the series, just that I have my doubts about making them staple.
Wii Motion Plus
I enjoyed the Wii-Motion plus and do indeed feel that it can improved future Zelda experiences. The only thing is, the old way of fighting wasn't bad either. In fact, everybody loved it. The saying "If it ain't broke, then don't try to fix it" comes in. Both the new way and the old way of fighting are well received so rather than making the mainstream only Wii-Motion plus, a good mix of both may be necessary here.
Adventure Pack
Agree
Real Time Item Menu
Agree
Upgrade System
My beef with this is that the Zelda series already had an upgrading system, it just wasn't as forward as SS. Rather than collecting things, you either had to earn an upgrade by beating a minigame and/or sidequest, buy the upgrade, or do some Random series of events that lead to you getting it. I did like seeing this change in SS, but Personally the other experience is more "out there". SS's experience takes away from the exploring factor. Rather than returning to a specific spot where you know you can get an upgrade as in SS, it seems more adventurous to go out and find exactly how upgrades can be made.
Dungeon Style Overworld
I disagree with this. A dungeon style overworld makes the game feel more linear and leaves less for exploration. Majora's Mask's overworld is much more my preference. Multiple sidequests and little secrets have generally been popular in the Zelda franchise. Also this takes away from the dungeon experience. Dungeon atmospheres should be left to dungeons, that way everything has the right feel to it. An overworld is meant to explore, a dungeon is meant to traverse through, so leave the dungeons in the dungeons.
Overworld Bosses
Fine with this
Story Involved Main Antagonist
Agree very much so
Stamina Gauge
Iffy on this. It was a nice breath of fresh air (heh, see what I did there?) but nothing about it mandates that it continue. It seems awe inspiring at first, but it is very possible that this method could get old in future Zelda's. Zelda continues to manipulate ways to make Link travel faster (Personally, I liked the Pegasus Boots the most) and I think the manipulation should continue.
Action Oriented Bosses
I'm too stupid to know what this means
Improved AI Enemy Blocking Technique
No, but I don't really have a good reason to back it up. Logic says that this is a good improvement. I just got a gut feeling.
Returning to Previous Areas
I don't understand this since this has been established in Zelda games for a while now.
Returning to Previous Dungeons
This I'm iffy of. It could be a good idea if executed correctly (really anything can) but dungeons usually only serve one purpose. The game that made returning to dungeons fun was MM in which you could go back and collect the fairies that you forgot, or just skip straight to the boss battle.
Improved Storytelling
This I disagree with. SS's may have been better at "telling" a story, which is debatable, but the way it did it made SS very linear. Also, you feel very stop and go-ish (not a word) at the beginning because its trying so hard to set up the story. Also, when scenes automatically activate, it takes away from the challenge. Rather than looking for the right Person to talk to, BAM, you automatically know because a cutscene interrupts you because it tells the story better. IMO, TP has the better design for story telling when it comes to Zelda games. You have to do the right things to activate cutscenes and they are generally short or they flowed so that you really didn't feel like you were stopping in the middle of the game.