@MM093: Let's consider combat as well—in fact, I consider combat to be a big draw for Legends as an action-adventure game, making it more distinct from Zelda through much better combat and action overall. While nice reflex tests and quick puzzles would work with quick combat and quick pacing, slower, more plodding puzzles would be harder to pull off well and still feel like a Legends game. These games should emphasize exploration and treading through dangerous water—you want to get in, investigate everything, deal with the threats of the Elder System, and get out. Generally speaking, faster pacing of ruin exploration and combat will enhance the theme of the game, as well as allow the player to get back up to the surface sooner, even though he's still just as satisfied as he would be if he had to deal with long, puzzling puzzles.
@Truner: A giant hub ruin, allowing you to head to the main ruins on each island in the Klickelan archipelago and find secrets in it, would be just the bee's knees for fans who really want the Metroid set-up back. Generally, for looks, we could very well go with both—adding in dilapidation in parts of a room takes time and effort. Retro Studios, when making Metroid Prime, had to work long, long hours to put massive amounts of detail in the game world they were making from scratch—if we don't feel up to it, a more standardized kind of look would be fine. Timed parts of a ruin are always something to consider—we could, for example, start the game with a timed run to the rocket, working your way back from the depths of Elysium to the main Shuttle Bay, where you'd then—just as in Metroid Prime, similarly—get attacked by a powerful Reaverbot and sacrifice all of your current gear (as of Sera's 2nd form boss battle) to escape. That's a functional plot point right there!
@Edich: That would make for a great Curator side-quest, with the local digger's academy trying to dig deep into the history now being uncovered as the Elder System awakens. And yes: spotter dialogue could be a lot more interesting, with plenty of potential for character development and humor—that said, it's a subject for another thread and another time!
@Adrian: Different difficulty levels are the most practical way to deal with accommodating for skill levels of each player—that said, we need to base this game on skill, not on luck, and make the player understand fully when it's their fault, not the game's fault.
@Raiden: Essentially, you've caught on to my drift in my old thread. We still need to finish up story details, most importantly anything to do with the Elder System, before we can getting down to just what kinds of Elder System facilities would be the now-ruins the player would be going through—details details details!