If they make another 3D X it needs to be full 3D X. A lot of the issues plaguing X7 come from the crossover not working out very well, in particular various attacking mechanics. With Zero's techniques, what's wide in one "dimension" is paper-thin in another. And auto-lock in 2D segments, what the hell were they thinking? The fact that the entire 2D level design save for Stonekong was worthless didn't help matters.

For the purpose of Rockman Zero, Inticreates does not believe in breasts. As such, "semi-nude Roll", at least in the context I hope he meant, may be considered an enhancement (or possibly a Zero/Legends crossover, given that Trigger always finds a way to scope her out).
Legends did that. Left all face buttons available while operating both simultaneously, and provided for quick 180-degree camera turns. All before analogue inputs were ever part of the equation.
The dual-analogue system's strength is that it provides easy access to vertical aiming, which is handy, but ruling out the face buttons during turning is not the most natural thing. It limits the number of simultaneous actions you can do while aiming.
In MegaMan Legends, you jump and side-roll. As part of combat. Now having not actually played the game you're showing me, it's hard for me to envision how every control mechanic works, but I'm not seeing the camera move while Jak is in mid-air. This is key to combat in Legends. In fact, combat in general in the video you're showing me appears less mobile. I'm not seeing Jack move a whole lot, he just shoots when he has a breather and stuff dies. The quick-aiming is well suited to such a formula, but Legends goes a bit deeper than that, with combat even against minor enemies generally lasting longer.
Again, sounds like Legends. Except, you know, more limiting. But its an adopted standard and therefore better/more intuitive.
Well, there's Mario Galaxy, if you count the fact that you're shooting from off-screen completely irrelevant to the character you're turning. 
My main shooting experience on Wii is Metroid Prime, and I don't believe the Metroid Prime setup is perfect. Ever since it came out I have repeatedly criticized its lack of button customization and inability to disable vertical auto-leveling, a "feature" which I find extremely annoying. Nevertheless, while one may classify Metroid Prime as an "adventure" rather than "shooter", there is no denying that shooting takes precedence over maneuverability. MegaMan is the other way around, which from previous discussions I have gathered is one of your gripes with it (inability to aim and all).
I don't know about that, manual aiming in Legends works well enough for ground enemies (I didn't see any interesting mid-air opponents in that Jak video). Plus any lock-on worth a damn allows you to cycle through enemies.
And it depends on how fast your enemies are. Show me anything using dual-analogue that is roughly equivalent to jumping over a giant robot wyvern as it attempts to ram you while never losing your aim during the midair 180-degree turn. Manual-only limits your boss maneuverability a bit; or at the very least it leaves it unavoidable that you will scramble to get a highly mobile enemy out of your "blind spot" after they've jumped off-screen, dashed behind you, etc.
Legends has actually gone both ways, too, which is why I asked earlier which one you have played. L1 was done without a (mobile) lock-on. And I never had an issue with keeping enemies in my sights, the shoulder-button camera control is a system which I can work flawlessly (in fact when possible I migrate strafing controls in other Playstation games to the D-Pad in order to mimick it, such as in Armored Core). L2 had mobile lock-on. L2 was better for it. The enemy AI and mobility was noticeably superior in ways that L1 never would have managed.
Alright, let's take a look at this:
Legends made you able to control a camera with triggers. That's two buttons. I'm talking about controlling a camera, not simply being able to give the left-right imput. Face buttons can easily be swapped to triggers. You don't really need every single face button. Heck, the two different kicks in Legends basically showed exactly that. You should have one single button to interact, which could be X, one button to shoot, mapped to a trigger, the menus can be kept to the start and select screens, and to jump and switch stuff, we got two other triggers. Why do we even need face buttons? And heck, if we do, platforming can work quite well with face buttons/dual analog. Halo uses jump-strafe alot, and so do alot of other games. Heck, Crackdown has quite alot of platforming, and it works as a TPS. Check it out:
[youtube]http://www.youtube.com/watch?v=Gfb4U9m_2Fc[/youtube]
For a standard of gameplay nowadays, if any game adapted classic Legends gameplay, it would be seen as simply BAD gameplay. Games have to fit what's comfortable for the player. In this case, what's comfortable for you, is something that became impossible to use for people who are used to nowadays' games, with more intuitive controls which are commonly used in every single game with a functioning manual camera. Most games nowadays with a third person perspective have the analog stick used for camera movement. It's been like that for a LOOOOONG time. So everyone, either shooter players or non-shooter players will be expecting such a thing. it'll be intuitive, rather than trigger controls which give you small imput over the camera just for the sake of using the face buttons at the same time.
...when does the Wiimote pointer feature anywhere in Mario Galaxy's turning? You lost me. It worked pretty well in Resi 4, Metroid Prime 3, The Conduit, and other FPS games on the console, but again, it's not fit for someone to turn. An analog stick's quicker and more intuitive, you're basically aiming a little targer at the screen at the same time as you're moving your character around.
Jumping around, getting out of a way of a big hulking creature and never losing aim over it? You just described Halo's Hunters, man. =P And check out how to fight a Berzerker on Gears of War to find out how to really dodge well incoming big enemies. Seriously, it's really easy to work the jumping around in TPS games. All you gotta do is get a tiny bit more experience in them. I think the fact that you really have no experience with them, is why you don't think this kind of gameplay would work. Seriously, it is THE perfect fit for Legends.
...and the only kind of gameplay which would be accepted nowadays for a game like Legends. Face it.