Indeed. The system won't even be out for another 4 or 5 months and L3 most likely longer, so you've got plenty of time to save up, beg your parents for work, ask for cash on Christmas, whatever.
-In Mega Man 9's Defense= I'm pretty sure they were trying to simulate the whole "Difficulty with old games" feeling, as well as give a new challenge to people who beat Mega Man 1 through 8.
10 did it better. Hell, I'd even say the "MegaMan a" minigame did it better. I know MM1-3 like the back of my hand, and played 4-6 on MMAC knowing near nothing about them. While you would die many times learning a Classic-series game, you generally had decent reaction time, or at the very least something looking out of place near a death-trap. In 9, nothing looks remotely unusual, and all of a sudden an off-screen helicopter claw rams you into a spike wall. That's not Classic MegaMan, that's I Wanna Be The Guy.
For other parts, it's the ever important need for a series to have its own identity, not becoming a mere copy of its predecessor and thus threading new ground.
That's why I didn't bring up the 3-element system or the weapon upgrades, those are more personal preference than they are quality. But really, if you're going to star Zero in his own series, his signature moves should make SOME appearance besides the evil-twin boss. It didn't even have to be every game, but somewhere in there, it should have been in the player's hands. At least ZX pulled it off (even if Rekkoha was a bit impractical).
In general, I'd say these issues aren't just Inti's, they are shared by even Capcom's NES and SNES greats, and cannot at all compare the problems that plagued the aforementioned three X-series titles.
If I read that as "X5", I'll agree. I hold X6 in higher standing than the Zero series, as "balance issues" in that game are more a matter of style than fairness (players generally give up at problem-solving too easily and are unwilling to assume responsibility for exploration in a game which allows you to skip all 8 Mavericks without the loss of a player, not to mention they can't seem to find "Use Current Data" in the menu screen), and it actually did fix a lot of what was wrong with X5's items, ranking, and boss pacing/AI.
X7 I simply see as failure to commit to a new play style (we know from Legends that 3D MegaMan works, but the 3D/2D merger that X7 attempted is a train wreck) aggravated by lousy voices/script-writing. The 2D design outside of Stonekong was half-assed and wound up detracting from the experience rather than adding to it, and numerous mechanics (auto-lock, Zero's attack reach) do not translate well from one style into the other. With the possible exception of voices, I don't see those as the kind of mistakes one would make twice, much less in a 6-7 game stretch.