F-Zero, Star Fox and Wave Race have enough of a history to still have some name value and StarTropics might have Kid Icarus retro appeal. Pretty much everything else is too minor or obscure. It wouldn't be BAD for Nintendo to revisit them but I doubt they would gain much extra sales from the brand name.
While this is true, sales potential is not the point of this thread. At all. Seriously. I am trying (and failing) to foster discussion about games that doesn't descend into the usual trappings of negativity. If an IP is dormant, the IP owner clearly doesn't believe in its sales potential. Can we just accept and ignore that?
Anyway...
Star Fox by Treasure is pure win!
I would like to see Star Fox brought back with a comedic tone. Star Fox 64 is full of unintentional comedy so I think some self-awareness could go a long way. It should poke fun at the fact that the last couple games weren't great and that the story took itself way too seriously. "The Fantastic Mr. Star Fox" might be too difficult to keep up for an entire game (and it's more of a Wes Anderson parody anyway). There are a few different ways of going about this depending on how Fox is portrayed.
If Nintendo were to go the comedic route, they would get drastically different results depending on who they got to develop it. I have a pretty clear idea of how Hideki Kamiya and Platinum Games would handle Star Fox so I'll go with Tim Schafer and Double Fine.
Also, bring back the puppet look. It'd look really nice in HD.
Eternal Darkness
Sequel
Developed by someone other than Capcom. Maybe ze Grasshopper?
Wii U
I would say that I would like for it to play like Dead Space which took the same idea from the original ED about carving up bodies and made it smoother. I would make it chapter base with a hub character but instead of a mansion I would make it a small town with library, police station, etc. Nothing big though.
Story is key and I don't quite remember the last one; something about gods and the planetary alignment. All I care about really is the historical figures they present, and in that sense there is plenty of fodder. I would like to add though that there is at least one mission in the future.
Gameplay should be as chilling as ever. Build on the insanity effects but this time do not show a bar. Also every chapter should introduce something new in terms of gameplay, making use of the historical figure's traits; and nothing too generic like an archeologist cleaning an artifact, instead more inciteful like an archeologist learning the flaws of an ancient beasts design and using that knowledge to kill one he encounters later. Oh and one last thing, there should be one chapter where you encounter no threats at all despite the atmosphere threating one. That chapter could ultimately be the scariest.
We got a pretty good idea of what an Eternal Darkness sequel would look like earlier this year. Based on what was shown, I thought Shadow of the Eternals played it little too close to Eternal Darkness. I like the idea of exploring a small town, but I would take it a bit further and have several small towns or cities shown at different point in history. And something your character does has a very lasting affect on the landscape shown years, decades, or even centuries later. Since the story wouldn't be told chronologically, it would be cool to see something in one era then see how it came to be in an earlier one.
Eternal Darkness was best when it played off of horror tropes (e.g. fewer cheap scares, more psychological stuff like losing a save file) and circumvented gaming tradition (e.g. not letting you fight an obvious boss). I'd like to see way more of that. In most Zelda games, you spend half the dungeon looking for the new item. Here, there could be a stage where you can get that certain item in the second room completely unguarded then you're just mowing through the stage in beast mode. Then, a different character goes through the same stage hours later (in the game's world) and is practically defenseless without that item (unless you left it with the previous character, but no one is ever going to do that on a first play through). How those two chapters play is totally dependent on each other even if it doesn't affect the overall plot. That could be a fun co-op stage, either online or with two GamePads.
There's a lot they could do with the GamePad. Say a character is tied to a chair, you can look around by moving the GamePad. Or you could play on the GamePad while the TV shows the first person perspective of a monster looking for and ultimately chasing you. A lot of insanity effects could be done through the GamePad too like pulling up the Home menu on the GamePad while your character is brutally murdered on the TV. Or switching screens right in the middle of a boss battle, but one screen shows alternate instant kill outcomes of the fight or a completely unrelated creepy video. It's distracting, but that's the point. Or the GamePad telling you to use a Wii Remote even though the game is not officially compatible with it. You could actually connect a Wii Remote to start playing with it then the screen flashes to tell you you're going insane.
Also, I agree that they should get rid of the sanity meter. I don't think sanity should be self-monitored. John Locke in Lost said it best, "No, crazy people don't know they're going crazy. They think they're getting saner." Sanity effects should be present throughout the game, but later levels should be built around insanity and you can't fix it by casting magick. You have to play through it though this involves very fine-tuned level design. If it's too distracting or overbearing, the game may become unplayable. And if there are different paths (based on which Ancient is chosen), they have to be varied enough to justify it. Switching a few lines of dialog isn't the same. Maybe a supporting character is killed in one path or betrays you in another.
As for who could develop it, maybe MercurySteam. I know you mentioned anyone other than Capcom, but I really like the specific team that developed Resident Evil Revelaitons.