Would you guys like Metroid Prime more if they increased the sheer size and let everything remain the same?
So the narrow tunnels connecting two large areas become wider and longer, with absolutely nothing in them beside cosmetics? Instead of it taking 5 seconds to walk through, say 20 seconds just to go from door A to door B?
Because this is what I'm arguing here, the sheer scope. Retain the exact same layouts, shapes and forms, just make them smaller in size to minimize walking. Expanding the space has absolutely zero effect on me.
I don't want it in metroid, no. Simply because the way progression is locked in that game, having a huge world does not benefit it. Metroid and zelda are a little different though. In Metroid, items are for progression throughout the world and for bosses. In zelda, items *CAN* be used for progression, but they're also used for solving puzzles.
One of the themes of Zelda that is not really a theme in Metroid, is adventure, and adventure seems much more grandiose if the world is bigger and has much more to explore. I totally see your complaint, and it's totally valid, and we can only hope the world is full of neat things to do, but even if it's not, I think exploring an open world is reward enough for some people. It's not for everyone, but at least you can try to appreciate that some people like that. We want to feel like we're in a real place, with life-sized distances to cross, with tons of hidden areas. We want to feel like it's an adventure in a big world. I totally can see where you're coming from, and it's a totally valid point, but for once, I'm glad we have a big open world, even if it's mostly empty. If people hate it, then they'll scale back down in the future, but I have a feeling a lot of people will enjoy it.
Maybe the handheld Zeldas can be the more compact ones while the console games get the big open worlds.
Another thing to consider is that people that express concern about a big Zelda Overworld like to bring Twilight Princess as the be all end all of examples to refute the point.
The thing is, an important problem with TP overworld was not exactly how "empty" it felt but how lifeless it was.
Take the same TP Overworld and add another set of subsystems like animal life with behaviour patterns and species appering in different times of the day, NPC's doing some activities, more varied weather and lighting conditions, etc. It would have a significant role enhancing the experince withouth needing to program extra events or activities related to gameplay.
Even giving TP the treasure/bug collection from SS would have helped the overworld. Rather than 2 bugs per area, you have dozens. You also have random treasure hidden and scattered, forcing you to explore nooks and crannies and giving you a reason to visit areas that were normally empty. Simple gameplay changes can transform a dead open field into something full of life.