Okay, I'm about five hours in. First, a disclaimer: Link to the Past is my favorite Zelda game. I consider it the flawless action adventure game. But, I'm not married to certain tropes like what many consider a traditional overworld.
So, dat intro. You know what; it's not as long as TP (but TP's length may depend on where you feel the actual gameplay really starts), but still reasonably long. I think it's the most charming and involving of all the 3D Zelda games though. At the very least it ties TWW for charm - maybe that says a lot considering it has to carry itself for longer than TWW's intro does. And there's no Forsaken Fortress before you become a "complete Link" and start adventuring.
What gets me is the quality of the humor and writing. It's so much better than even TWW. It's on par with the great stuff you usually see in an Intelligent Systems game, like Paper Mario or on the dramatic side, Fire Emblem. I feel the intro is also more enjoyable and significant since Skyloft is not a disposable tutorial area you suffer through only to have no meaningful reason to return to. It is also an intro to the hub of the game. That's not padding or fluff.
I'm finding the swordplay absolutely rock solid period. It hasn't goofed up on me one time so far. Wiimote calibration is interesting - I tested this by first sitting out of sight of the sensor bar, and guess what: yes, without the bar to allow the system to auto-calibrate in pointer mode, the pointer calibration drifts easily and you have to tap down to reset it. But here's the thing. The way they've got this set up... it's an air mouse. That is what this thing really is. It is NOT supposed to be an IR screen pointer, period. Using it correctly involves treating it like a mouse that you lift up and re-center when playing an FPS.
I think that's an interesting solution to the problem and it seems to free up the game design to not fret constantly over whether the player is clearly pointing at the sensor bar.
As for the rest of the game, I'm obviously early but all my impressions are positive so far. Here's my single real crit: yes, Fi talks a lot. Yes, Fi pops up to tell you the obvious a lot. Like most modern Nintendo console (not portable) games, the game is idiot proofed to an extreme degree. And you know what? Fuck it. I don't care. Yes, there should be an option to turn off context hints just like pro interface mode. But I am not going to let this be a significant bitch about the game and whine about how incompetent Nintendo is. Not going to let it ruin such an epic experience for myself.
Another comment, on the side; the game really does feel very fresh in all the small details. From the controls, the stamina system, Link's MUCH more tactile interaction with the environments. And you know what it makes me compare it to? Games like Uncharted, and finding them failing in comparison. This is clarifying something that's bugged me for a while. Much of the moaning (in gaming generally, not GAF centric) over how "old and moldly" Zelda is, is wrong headed. Every knob that bitches about it being past its time, wants it to be an RPG - a western RPG specifically. Everyone wants it to be Elder Scrolls, Fallout 3.
But that's not what it is. It's an arcade action adventure. The problem is that Zelda's mechanics have not been kept up to date, with arcade action adventure games. My impression of SS so far is that it rams home Zelda is supposed to be exciting to lay in an arcade sense, coupled with adventure and puzzles. Link to the Past is a GOOD top down, 2d hack and slash action game as well as an "rpg". Skyward Sword schools other contemporary, on rails, corridor action adventure games, with their totally scripted "platforming" and climbing and puzzles. This game is actually a blast to play. Not just navigate to the next quest giver with stiff controls and rudimentary interaction. This is what Zelda is good at being. Not "evolving" by imitating western RPGs.
*cough* I'll go play more now.