I fucking hate walljump in Super Metroid, I hated it in 94 and I still hate it now considering how cumbersome it is to use, it's a good thing the game nearly never requires it.Hollow Knight has the crystal dash and that's about it. Super Metroid's ability set isn't groundbreaking by any measure (certainly not in the wake of Axiom Verge) but I enjoy it a lot more. Stuff like the Speed Booster/shinespark, Grapple Beam and Space Jump are at least a tiny bit more exciting than the normal 2D platformer toolset + cardinal direction shinespark.
Totally disagree about SM feeling mundane on replays. It's progression pacing is insane and unmatched imo, with the game machine gunning cool shit into your face for nearly its entire runtime. And the wall jump is one of gaming's greatest hidden mechanics, up there in the pantheon with dodge offset and Retro's DKCR roll jump where you don't need to do it in 99% of cases but mastering it completely re-contextualizes how the game is approached.
NSMBW and N+ do walljumps the right way and if we mean exploration platformer then HK does it right.
My issue with powerups in SM is that they're either one note like the grapple beam, pace killers like the scanner or shit we saw in the previous 2 games and they still managed to not include the best powerup of Metroid II too.
HK is better at it for me because it doesn't gate its progression as evidently as even SM does.
Like the usual "enter a room with a very obvious way you can't enter and a very visible object to pass that somehow require a powerup you don't have", there's little to no door like the colored thing in SM too.
The exploration part is also masterfully done in HK even at the concept level, the fact that you have to earn the map instead of being given the map by default makes for great exploration. Better yet, by not giving less information to the player on where he is, you force the player to actually commit to knowing the map and its context into the game.
In SM, if you want to go to a specific place you can pinpoint in the map, you don't need to know your way through the maze as a quick glance to the map and generally following the minimap will take you anywhere (same in Axiom verge btw).
HK is more raw, if you can afford it you can have a pin with your position on the map otherwise you need to know the context of the map relating to the ingame world and manage from there.
As far as exploration goes, it's the difference between a GPS and an oldtimey map.
Guess it depends on what you want out of the game in the end, I think explained why my preference goes the way it does.