I've been playing A Link Between Worlds recently and I'm not sure what I think about it yet. Don't get me wrong, the artwork, the music, the charm and style of the game are all brilliant, as is the return to ALTTP Hyrule but I'm not sure about the 'rent your equipment' aspect. To me one of the joys of Zelda was being faced with puzzles which you can't tackle at first, then finding the item and having an 'ah-hah!' moment when you realise how the puzzle can be solved. With this game I haven't had that, yet. (Still collecting the pendants and haven't even heard of Lorule in-game.)
Most other Zelda games have big parts of the world locked away from you until you acquire the equipment needed to tackle them, it is great at rceating the illusion of a young adventurer taking his first steps into the world and getting better as he goes. In ALBW the fact that you can be virtually fully equipped after the first dungeon destroys that illusion.
Oh, and so far it's been far, far too easy. It's a problem that has plagued a lot of recent Zelda titles. Time was, puzzles could leave you scratching your head for hours, even the early dungeons threw up a few toughies (If I recall, Jabu Jabu's belly was the second or third dungeon in Ocarina) Hopefully, it becomes something closer to the Zelda I recognise when we enter Lorule, but at the moment it's far off the top of the Zelda charts.
What was the thinking behind adding specific save points to a portable game? The whole point of the handheld games is that you should be able t pick them up when you have a spare ten minutes and put them down without hassle, you shouldn't need to run back to (admittedly generously spaced) save points.