In all honesty, if a quest is made with your style, you don't really need extra fancy things.
First, allow me to say some things about those "insane" features.
Scripts:
Not required, but they don't take your time up either. Since you only need to ask
others to make scripts. Implementing them is easy to learn even with few free time.
RPG battles:
Not only not required, but would look bad in a ZC quest, unless all battles are RPG battles. No need.
Tons of towns:
One main town is enough. But if people complain, you can make an overworld/dungeon to be townish, that counts, too.
Event-driven sequences:
A big story type quest hardly can exist without them, no matter you mean one timed events or cutscenes. But hey, if you make it, it surely gets super.
Custom bosses for every battle:
Well, dear DFW, I dislike when main bosses aren't custom. It can ruin a quest when after a magnificent dungeon there are just two aquamentuses thrown there. However! With the enemy editor you can make a completely new enemy/enemy pack. That can be slightly considered as a custom boss.
Chase sequences:
You mean like the end of LI? Not required, but I don't see why would they last longer to make than ordinary screens.
So, you surely expect people want something new, so you directly ask what new you should give... Well, you could completely break the "overworld=>dungeon=>triforce=> (repeat seven times) => final dungeon=>end" sequence, with main treasure (like Triforce pieces) hidden usually not at the end of a dungeon, rather also at a hardly accessible part of an overworld (like a mountain whiches trail is like a dungeon), put another under a bush (which can be accessed only after you got some items from dungeons or the just recommended new places), bought in a shop (for insane price, or in a hardly accessed place).
Other great thing is when a dungeon is accessed only from certain another dungeon, and like there is an overworld where you can get only by warp and every NPC says it's far away, but when you open a hill, it gets revealed it's just near the main overworld.