Most people have covered what obviously needs fixing (ruppee notifications, beginning hours of the game tweaked in some way to not be so long, etc) but here some stuff
not covered yet:
-Difficulty. It was touched on earlier but only very briefly, the game is insanely easy. Easier than Wind Waker. And merely giving TP a Hero Mode where you take x2 or x4 the damage isn't going to fix the inherent difficulty issues. This is a
core problem with it and it comes down to how the enemy AI works and in addition to their
default damage values.
For one thing, the AI (barring the Dark Nuts and the flying Lizalfos) are not very active. They stand around and wait for you to attack them for upwards of like... 5-10 hell maybe even 15 seconds! This gives you way too much time to just bring your sword out and down them before they even get a chance to attack you once. Then, on top of that, many of the enemies' animations for attacks themselves have a ton of wind-up! Again, giving you plenty of time to attack them before they actually hit you. Their attacks are
so telegraphed that the combat against enemies besides the two enemy types towards the end of the game (Dark Nuts and Lizalfos) is very one dimensional and not challenging in the least.
The AI needs to be more aggressive at the base, less waiting around and just taking hits. In addition, the default mode of the game enemies need to at least be doing half a heart of damage -- not 1/4. Hero Mode could then increase that damage. This also applies to boss fights after Diababa -- increase the damage they do significantly in the default mode such that you at least are taking two hearts of damage from bosses, maybe more depending on the attack they do. These bosses are
big and are supposed to be intimidating yet they do about as much damage as Moblins! Absolutely unreal. And unacceptable.
A Hero Mode would not address the difficulty as most people would play the normal difficulty first and if that is left untouched it
will be a poor experience for the majority of players.
-Flipped and non-flipped world are included in the game depending on the control scheme you choose. Traditional controls = Gamecube world, Wii controls = Wii world. Done.
-Less owl statues to move in the latter part of the game, please. This was an awful fetch quest and was padding in the same vein as the Tears collecting with the Wolf
-Faster vine/ladder climbing ala Skyward Sword.
-Shift some Heart Pieces outside of dungeons and into Hyrule Field and add little mini-dungeons in Hyrule Field that push you to use your dungeon item to get the HP. The ratio of HPs in dungeons to Hyrule Field in the original release is poor, with how big Hyrule Field was there should be a more even balance of HPs in dungeons to the overworld and that wasn't the case in the original release.
-Speaking of Hyrule Field, fill it with more enemies, more vegetation and trees and make it so it's all one self-contained area. What that means is no loading zones between each area of Hyrule Field -- make it a "preview" of what an open world Zelda could be like. They already did testing on doing this in the original tests for a Zelda game to remaster back in 2013 when they then decided to go with Wind Waker. No doubt in my mind they will absolutely do this. it would help in making Hyrule Field flow better and be more of a joy to roam around in.
-Once you get a ruppee from a chest and your wallet is full,
take the ruppee don't put it back in the chest! Treat it like other Zeldas do where the ruppee is in fact gone and not put back.
-Get Epona's whistle earlier, there's no reason for it to be obtained so late in the game. Think of it like the addition they did in WWHD where you were given the chance to get the Swift Sail and everything before going to Dragon Roost. Or a more apt comparison of obtaining a key item earlier than the original game, the Bomber's Notebook being given to you by the Happy Mask Salesman in MM3D.
-Push more usage of weapons in the game that were underused such as the spinner. This sort of goes hand-in-hand with moving some Heart Pieces to Hyrule Field and adding in some small mini-dungeons on the scale of what's already there to begin with (such as the small ice block cave!)
-Bugs should show up on your mini-map as well as poes. Or at least, some tweak that makes those fetch quests quicker to do and not as time consuming.
-Boss Rush/Boss Mode that let's you refight the bosses ala OoT3D and/or fight them all in a row one by one. The 100 room trial is already in TP why not add a Boss Rush Mode to complement it? You couldn't refight bosses anyway just like in OoT so makes sense to me to add it.
-Be able to skip
every cutscene. There's a few cutscenes you, for some reason,
cannot skip. The two most famous are the Master Sword cutscene and the cutscene where
. There's literally no reason to forbid the player from skipping every cutscene.
-Wolf Songs tweaked in some form. I didn't find how they were done in the original to be all that great -- they're fine on replays once you
know the songs but first time through they aren't that... great.
-Tweak the Tears of Light collecting, PLEASE! Somehow.
...And I think that's all I can think of right now in terms of small additions and fixes. The combat stuff itself is all great for the most part aside from the enemy damage and AI like I said so I'm not sure there's anything that really needs fixing there in terms of Link's tool kit or move set. Things are a little less clear on what to address with TP in comparison to WW or Majora's Mask but there's definitely stuff they can make less tedious/more fun/better.