yeah I think the fact that a lot of the explanations are delivered through banter between different characters slows things down a lot
the funny thing too is they literally have the old style of explanation still in the game, in the voyage logs, so it's explained twice
And THEN they feel the need to reinforce the info again with the side mission mechanic like "remember to bloom flowers! Here is an NPC whose sole purpose is to reward you for blooming flowers with a small amount of materials you could get elsewhere anyways!"
they seem really, really worried about drilling in mechanics into players' heads, but i think backing off a little would give prople more room to figure things out on their own, which would make it easier to remember long term
like, they've actively removed opportunities for players to naturally learn some of the mechanics.
for example with how you can't accidentally throw too many pikmin at an object anymore. I don't think a new player would realize that you can throw extra pikmin and it makes the object go faster
or for oatchi.
if oatchi could swim from the beginning people would very quickly learn "oh the dog follows me into the water and is fine" but instead you have to learn "okay the dog can't swim i have to keep the dog out of the water WAIT never mind the dog swims now"
and also, the fact that you can rush with oatchi could naturally lead people to press the same button to try and rush with just pikmin... except you're barred from doing that unless you have a specific upgrade, so you're forced to go "oh that doesn't work with pikmin? WAIT it works now much later now that I have the upgrade"
I can understand conceptually "we want to ease people into the mechanics by having them locked behind certain milestones" but at least similar mechanics could be introduced at the same time, or if there's a mechanic that is potentially interesting but not required for people to learn, you can just leave it there for people to discover and figure out before/instead of having a tutorial for it