I share some of those same sentiments, mantidor.
What used to be the "hint system" in the previous prime games was replaced with the hand-holding by the AU's. But, they do a good job of pacing the game since you're dealing with characters/factors that operate outside of Samus, allowing for collaborative twists to the story -- making it digestable for the non-hardtime-longcore mainstream audience. Additionally, just about every room in the game you progress thru is relavant to your objectives. A nice twist that creates a very tight string of puzzles that make up the game. HOWEVER, it also means it feels like there are hardly any stray paths to explore for the sake of exploring and finding a dead end which houses an awesome puzzle which guards a simple missle upgrade i am sad in this regard. And UGH, the number of freebie power-ups are near-sacriledge. I just calmed down and reminded myself that non-gamers would need some encouragement like that.
"How much harder is Hyper Mode than Normal?"
It IRKS ME that people are "finishing the game quickly" and calling bosses "pushovers".
I let my friend try the intro stages today on Normal, and i had not tried normal yet, and I was SHOCKED at how QUICKLY enemies died, especially the first life-metered boss.
On VETERAN, the player is the pushover rather than the boss.
I love the final boss series. Took me about 45min to complete (at 4am), including 2 deaths (phase1, then later in phase3), and my wrist hurt for the following 2 days thanks to all the SHOOTING and CHARGING and JUMP-DASHING.
Here's what it boils down to:
MP3 Normal = MP1 Easy (if such a thing is imaginable)
MP3 Veteran = MP2 Almost-Hard-Mode (Retro nails it)
EDIT: I'm glad I started on Veteran. I like MP3 as much as MP2. MP3 was a more intense combat experience with puzzles that were nicely tied to the environments' architecture. MP2 had more profound moments of discovery and more interesting Morph Ball puzzles/challenges.