The aiming Is so sluggish…input lag to the roof
I was curious about this, so I just did some frame timing.
First off, I'm gonna guess that you mean the reticle movement feels sluggish, and not that there's actual input latency. Just to quell that fear, I checked input latency (via button-to-laser fire), and it was an impressive
70ms, which is a bit faster than a standard 60fps switch game (which is usually ~86ms). Then I checked Star Fox 64 on NSO, and it was
145ms. Now, about 40-60ms are due to the NSO emulation layer, but given that the game is 30fps, I would assume you'd get 60-90ms on a standard CRT. So input latency is as good, if not better than the original SF64 even on a CRT.
So then I tested the reticle movement timing. I tested the amount of time it takes for the reticle to go from the middle of the screen (where you start at the beginning of Corneria) to go off of the top of the screen. Additionally, I tested the reticle from the middle of the screen, to where the Arwing hits the top of the screen and stops moving.
Note that input latency does not affect these timings, since I start the timing on the first frame of reticle movement, as opposed to button-press.
In SF64, it takes
462ms for the reticle to go off-screen at the top, and
854ms for the Arwing to hit the ceiling.
In Star Fox (S2), it takes
470ms for the reticle to go off-screen at the top, and
616ms for the Arwing to hit the ceiling.
Accounting for the +/- 8ms margin of error with my latency timing app, this concludes that the new Star Fox has the EXACT same movement timing for the reticle, possibly slightly faster ship movement* (but it's more likely that the upper ceiling bounds on the S2 version may just be shorter, to account for 16:9; in other words, it's probably identical movement speed, too), and faster input latency compared to the NSO SF64, and almost identical input latency to SF64 on real hardware.
In other words, what you're perceiving as input lag is actually just the fact that there are twice as many frames, and so the reticle isn't perceptibly "moving as fast", since it's visually being interpolated. But the new game has essentially
identical reticle movement (and presumably ship maneuverability/speed) as SF64.
But I thought perhaps it's the acceleration curve on the reticle that is slower in the new game, and maybe that's what you're feeling. So I tested the timings of the first 150ms of reticle movement from rest, and while I had to essentially eyeball the results, that also appears to be identical. And if it's not, my margin of error is definitely at most one or two frames.
So yeah, the aiming (and possibly movement) mechanics are essentially 1:1 exact with the original game. It's 100% in your head.