A creator could see chronology as a limitation, or an opportunity.
The hero of time clearly did a lot in the time between MM and TP (where he appears as the Hero’s Shade). There’s an opportunity to create a game about the hero of time after MM, where he returns to Hyrule, and learns those special skills that he later passes on to the hero of twilight.
After Tears of the Kingdom I got a few cheap games. The ones I finished from among them were The Last Campfire, Arise: a Simple Story and Aspire: Ina’s Tale. Each one was worth the $2-3 I spent for them. I could see myself replaying TLC or Aspire. Arise was ok to do once but it’s too emotional for me to want to replay.
Some games like Halo, if I recall correctly, literally rewarded you with special cutscenes for the hardest difficulty in beating the game. That can leave players who “aren’t good enough” for such high difficulty to feel a bit left out.
Those players can either youtube it or keep trying.
I beat Reach on SLASO (minus the skull that hides your gun and HUD after the first level) and it would have been less satisfying if the game made it easier when I died.
The game literally tells you you can use warm clothing or elixirs to keep warm. There’s even another method they don’t tell you, equipping an elemental weapon can change your temperature. Just have a flame blade on your back and you can survive running around in snow.
Learning where to buy clothes and how to make elixirs is not hard. Just talk to people near where you’re struggling.
Weapon durability is only a problem if you don’t exercise any discretion in which weapon you use for which situation. If you use your best weapon on weak enemies, you won’t have it later when you face stronger ones. So… don’t.