I really want to know what some people here would do to 'evolve' the franchise.
I bet more people are tired of Zelda/Link/Ganondorf than the gameplay itself.
There is definitely something going on with the fact that Zelda is a 25-year-old franchise. You could say the same for Mario, as some folks definitely seem to be tired of the "saving Peach" aspect of that series, but at least the Mario franchise spans multiple genres. Zelda is more limited and thus, I think, people are more fatigued with the "same old Zelda and Ganondorf" stories (even though not every game uses Ganondorf anymore).
I can see where potential fatigue in the Zelda series comes from. The idea of going to a forest, a volcano, and a desert may be uninteresting to people. The idea of traversing open spans of land/sky/ocean may be getting old. Collecting rupees may be getting stale. Using signature equipment like slingshots, arrows, hookshots, and bombs may be wearing thin.
I've said this before in Skyward Sword threads, but even though the game does stick to many trends within the series, it also does a lot to push Zelda forward:
If you think about it, the mere implementation of motion controls certainly changed how the typical items are used, in terms of how it "feels" to use the items. Bombs in particular took quite a leap with Skyward Sword: you could set them down, roll them, throw them, and carry them around with the
beetle (which was a great new addition). The uses of the bomb are far more dynamic than in any other Zelda game thus far.
And what about rupees? It's pretty obvious that Twilight Princess really dropped the ball with the majority of secrets being rupee chests, with hardly any good uses for rupees. Hell, Wind Waker was bad too, with the best use of rupees being relegated to one of the worst fetch quests of all time. In Skyward Sword, yeah you still in the end get way more rupees than necessary, but at least the uses for them are more interesting. You not only buy new items, but you upgrade them by spending more rupees and using materials. If you want to upgrade potions, it's a similar case, where you spend some rupees and also use bugs. These systems for rupee use are more complex than anything seen before in Zelda.
And what about all new features? I already mentioned the beetle, which is probably the best new item in Skyward Sword. You can use it to carry bombs, attack distant enemies, explore areas that you can't yet reach (or look to see what obstacles lie ahead), hit cleverly-placed buttons, etc. And then there's the stamina meter, which was a great addition for a couple of reasons: one, it allows you to move faster in general, and two, it's actually used for puzzle-like environmental traversal (such as running through quicksand).
I'm going to stop there, but I hope I got my point across. Skyward Sword wasn't developed as a revolution of Zelda (in a way that radically changes the formula), but it was definitely developed as an
evolution, grounded in some of the series staples while incorporating new features and reinvigorating old features in order to move the Zelda series forward in the ever-changing gaming climate. I'm not going to deny the hiccups that the game had along the way, but I will deny that if there's a good example of a game fighting against series fatigue/stagnation while trying to keep its franchise identity, it's Skyward Sword without a doubt.