Since Ocarina we have had time cycles in our 3D games, SS was the first not to have one that acted on its own, instead you had to find a bed and turn the game to night manually which stopped you from leaving Skyloft aside from Beedle's island to begin a sidequest.
SS also did away with the Hidden Skills that Twilight Princess introduced and gave us a divided overworld which needed a transition area to navigate fully (the sky)
These may have not been conscious choices to strip SS of past elements, more so it may have just been Nintendo's idea of 'trying something new'
So, taking this into account, which elements and mechanics could you do without in ZeldaU? If something was not going to be added to ZeldaU that we have seen in the past then what would you rather that be? What could you live without in ZeldaU that we have seen already in previous games like Day Cycles?
SS also did away with the Hidden Skills that Twilight Princess introduced and gave us a divided overworld which needed a transition area to navigate fully (the sky)
These may have not been conscious choices to strip SS of past elements, more so it may have just been Nintendo's idea of 'trying something new'
So, taking this into account, which elements and mechanics could you do without in ZeldaU? If something was not going to be added to ZeldaU that we have seen in the past then what would you rather that be? What could you live without in ZeldaU that we have seen already in previous games like Day Cycles?