They have the technology in Wii U to really return to what made the original Zelda so revolutionary; a huge, open world that you can explore at will. I'm never going to advocate Zelda should become like Elder Scrolls, because to be more open, they only need take the series starting point as the next Zelda's starting point. Dump us in an over-world, alone, not even with a sword, and let us see what we can find from there. Continue the focus on RPG elements, and emphasise dungeons and tough enemies. Dungeons are the best parts of Zelda's design, and the more we get of them, the better. Have quest-centric dungeons and optional dungeons, but make sure the optional dungeons have real rewards and are every bit as challenging and sophisticated as those in the main quest.
What I'd really like to see married to that open ended design are strong side quests, character driven affairs like Majora's Mask quests. Give us a few 'hub' locations, towns, forests, Zora's Domain, whatever. Make the side quests stories in their own right. For me, the sidequests of Skyward Sword attempted this but failed. I loved Skyward Sword, but I wouldn't play another Zelda like it. I do however think that the field design (more challenging to traverse rather than empty space) should be implemented into the next Zelda in a continuous, open-ended world.
For me, Zelda is about playing a story, and not being told a story. Sure, they've done great work with Zelda's narratives over the last decade or so, but I for one want to see that direction reversed. Yes, let there be a strong story, but let it be told more through the environment, the enemies you face, the dungeons you explore, whatever mystical forest/lake/volcano/desert/ocean we are adventuring through, rather than cutscenes. Skyward Sword's music was stunning over-all, it really filled out the game for me; use stunning orchestral music to flesh out the story rather than cut scenes and dialogue. Zelda's story should be an epic poem, not a novel, if that makes sense.












