Indeed. If the sword controls for Skyward Sword are being modelled off of Wii Sports Resort, I have no doubt about its fluidness, but the more important issue is, of course, the enemy design. They can make it as nuanced as they like with MotionPlus, but if the enemies aren't designed to take advantage of it, what's the point? Fortunately, we have seen examples of advanced combat, particularly in how even the basic enemies change the orientation of their weapons, meaning that for the first time, it actually matters whether the sword swing is horizontal or vertical.
On the topic of dungeon designs post-Ocarina of Time, I will defend Twilight Princess to the end of the world in that regard. Say what you will about the similar structure and story conceit, this, that, and the other, but the temples are really wonderful. The Lakebed Temple remains one of my favourites in the series - it was an incredible moment when the core puzzle of directing the flow of water suddenly clicked with me. Several new items for the franchise too, which didn't happen so much with Majora's Mask or Wind Waker. I agree with the argument that the bosses do take the 'Rule of Three' a bit far, but hey, at least they're spectacles.