I might take a lot of flak for this, but: I am with Egoraptor on this. I would rather see simplistic, rudimentary combat over Skyward Sword-style combat.
Combat in the series has always, to me, felt like an afterthought. It never really felt like something that was an integral part to what the series is. My favorite stretches of any given game are those without, or at least with minimal, combat. The long stretches where it's just puzzles, or just exploring an area. Those are so much more engaging and involving than any segment where a creature pops out and demands my attention. And that's ultimately the sticking point: it demands my attention. It forces me to take my gaze off what I want to be looking at - the rooms and the dungeon design and the puzzles it presents - and instead look at this creature that I've likely seen and killed before, and kill it in a way very similar to the way I killed the creature in the previous room. Combat has always been a gating mechanism that prevents me from solving the game's puzzles too quickly. It's a step up from filler fetch quest content.
So I would love to see it stripped down. If it must be included, and I feel that at this juncture expecting a Zelda game without content is a very stupid thing to do, then it should be as unobtrusive as possible. Quick disposal with as little distraction from the rest of the game as possible.
...but I find that's an inelegant solution, because to tell the truth, I think there's a lot of promise with the game's combat system. The problem is that there are two huge obstacles in the way of that combat system becoming truly engaging.
1) It is fundamentally disconnected from the puzzle solving, and as such requires players to divert their attention...
2) ...which means that combat cannot be too complicated or involved, as making it so would result in the frustration of players who desire to focus on puzzle solving.
I feel that this twofold problem is a large part of the reason that combat has never been particularly difficult. Making it difficult would further gate the puzzle content beyond this wall of challenging combat. It'd make the interruption of a puzzle in progress with the sudden appearance of a Wolfos (a very familiar occurrence for anyone who has played the N64 titles) a significant ordeal rather than the minor annoyance it currently is. Skyward Sword took some baby steps toward making combat difficult and compelling, but because it was still inherently separate from puzzle solving - but still forced to occur simultaneously, as monsters populated dungeons and the overworld with relative regularity - it frustrated a lot of people who felt forced to sit and wait while they disposed of monsters, almost universally by waiting for an opening and striking. This method of combat - waiting for openings and taking advantages of weak points - is compelling. It's fun. It's tactical and it's awesome. But it's problematic when you have to play a game of tactics to get back to the puzzle you were just solving.
Basically, the series' combat is getting its toothpaste into my puzzle-solving peanut butter, and I don't like it.
I've often harped on how I feel like the series should embrace non-traditional storytelling methods and take a more non-linear approach to things. I think A Link Between Worlds was a wonderful step forward in both regards, and really enjoyed it. It even had more simplistic combat that still had some degree of depth! But it still had the problem of combat intruding on puzzle solving. So while the series is making baby steps toward my ideal vision for what Zelda could and should be, it's not quite there yet.
But I know what it looks like! My ideal Zelda game, though one that I am fully aware will almost never actually happen, is one that features a more or less open world divided into a series of zones (or districts, or regions, or whatever you want to call them). In each zone there lies a dungeon that you must complete (naturally). Completing the dungeon nets you an item that allows you to explore more dungeons (still sounds familiar). But, like A Link Between Worlds, there are avenues you can pursue to do the dungeons out of the intended order.
Here's the catch: the entire open world is deserted. No NPCs, no monsters, nothing. Just empty ruins and constructs that you have to explore and solve puzzles in. You go through the dungeons and start to encounter a few monsters here and there - always as minibosses or "kill all the enemies in this room" challenges, rather than just randomly wandering monsters. The minute you complete the dungeon (not by defeating a boss!), the zone you're in "wakes up," and monsters and NPCs suddenly appear. No longer are there puzzles to solve in this region; just monsters to kill. There's a boss that is wholly separate from the dungeon, and you have to kill your way through a labyrinth of sorts to reach him. Killing the boss "clears" the zone.
I like this idea because it introduces character-free storytelling by forcing Link to discover things about the world in a ruined state; think Metroid Prime-esque storytelling. It also does the wonderful thing of separating puzzle-solving from combat, allowing them both to be complex and compelling without causing frustration. I don't have to rush to kill a monster because I was in the middle of a puzzle, I can just leisurely work through both the puzzles in the game and the combat encounters, thinking about each of them in smart and tactical ways.
TL;DR? Separate combat from puzzle solving, which would allow for sufficiently deep combat systems, or keep it simple and quick.