While the VC and GameCube controllers are options for circumstances where developers really need all those buttons (Smash Bros will really push adoption of both for the Wii), I think Zelda is the perfect example of how to do a traditional game with the Wiimote: map common actions to simple movements that can be done as lazily or energetically as you want.
Actually from what I've read... alot of people hate the fact you have to move your arm to swing the sword. It's like a button. there is no detail in it. You just jerk your hand. dont matter what way, or how. I was VERY dissapointed on that in zelda. I loved the pointer tho.
Well I can't imagine what's wrong with those people, because not only is the swordplay far more intuitive in Zelda for the Wii than ever before, it's infinitely *FUNNER*. It's an absolutely visceral experience squaring off against one of the later-game armoured knights in a drawn-out sword duel: you feel so involved in the action, even if you're movements are simply translated as a sequence of button presses.
Also I find it *less* fatiguing than carpel-tunneling my hands with a gamepad for extended play (and I did more than one 13-hour Zelda marathon
)... being also to position your hands independently however you live it also a very welcome change from traditional gamepads (some after-market 360 and PS3 controls are already out copying the Wiimote-nunchuck setup, lopping the controller in half so your hands can move freely)
p.s. I hope they leave the controls exactly as-is for the next Wii-specific Zelda. I'm very happy with the trigger set-up (and without 1:1 sword control). Not to mention the pointer makes all the difference in the world for aimed weapons/tools.