The Tanooki suit is overpowered though.
"It's fun, so it's okay!"
I have issues with the momentum of Mario. I find it hard to know when he has enough speed to jump a reasonable distance. It's kinda hard to tell.
Have you tried practicing the different jumps on regular ground? The roll jump (not the long jump) is probably the most useful for larger distances. You can also roll cancel with a regular jump to prevent falling off ledges. This game seems to emphasize special kinds of maneuvering (including tanooki float) more than sprinting long enough to clear gaps with regular jumps. And like with 2D Mario, you will be holding the run button down most of the time, letting go only when you need to slow down, adjust something, or attack/roll jump.
My only complaint is that the controls lack a certain precision that I've come to expect after Galaxy. If they can perfect this, and add online co-op and level creation, Super Mario Universe will be game of the forever.
Really? That's bizarre because I have the complete opposite opinion. Mario feels "just right" to me in this game. Now, I've only played the original Galaxy, so I don't know what Galaxy 2 may have improved upon, but Mario felt extremely weird to me in the original. Maybe too floaty? Not enough inertia? The way he interacted with the world? I'm not sure.
I mainly found myself struggling with the camera as it tried its hardest to cope with the constantly shifting planetary/stage orientation. Its auto-correct was pretty fussy from my experience, and repeatedly, manually centering the camera behind Mario (if it even would let me) didn't quite make for a seamless, precise experience. That sort of fundamental nuisance severely hampers things for me--it's practically the same as a button that would only work 80% of the time. It
is the reason why I strongly dislike finicky motion controls.
Pushing the analog stick a certain distance to walk or run is great, but using a run button feels fine, too. It comes naturally to me; it's snappy and familiar. Beyond what I've mentioned, nothing between the two games jumps out at me as hugely different, like Mario's ability to turn around quickly or steer while he's in the air. The only thing that I could see making 3D Land feel "less precise" in comparison would be the lack of Mario's waggle spin that afforded extra fine tuning for jump correction in Galaxy... You could do some pretty neat tricks with it, too, but there's not exactly anything fundamentally broken or off about 3D Land's controls without it. I'd much rather sacrifice that in order to avoid having camera problems again. I don't think I could take another 3D Mario with Galaxy's swimming or flying cap, especially if there's no right analog stick support. =\