These are some vague questions, so the best I can offer is vague answers. Not to mention they're going to have some of my own bias included.
What would add replay value?
How many levels should there be?
How difficult should the game be?
What are the good things you've seen in shooting platformers?
What are the bad things you've seen in shooting platformers?
What would you like to see in the future from this genre?
A few things; huge worlds that are fun to navigate and explore have always caught my attention. Having some sort of a Newgame+ thing that adds new missions, open new parts of the world up, etc. can assure at least one extra playthrough. Many games have bonuses hidden all over the place, and let you replay the levels so you can get them all; this method generally annoys me unless the bonuses are realistically obtainable and unlock something well worth the effort. Of course, the baseline should be that people want to play the game again because it's fun.
As many as needed. Between quality and quantity, quality is the most important of the two; if you need to make less levels so you can make them better, that's definitely preferred. If the levels are good enough, they'll make up for the lack of quantity. Just look at portal. Of course, on the contrary, having a lot of levels in a game feels good for the gamer, because then they can get very immersed in the game and feel like they're getting a lot of content. I'd suggest getting a good base set of levels/missions done for your game alpha/beta phases, so you can get some idea of what your potential buyers/players think of whether or not your game is too long, too short, or filled with crappy levels.
Depends. If you're going to implement different difficulty levels that the player can choose from, then make sure that the different difficulties are tailored to make sense, with rewards for those who play at the harder levels. If not, start things slow and increase in difficulty throughout the game, with a learning curve. Again, the alpha/beta stage is a good place to get input about this firsthand.
Some good things I've seen:
- Varied environments
- Intelligent enemies
- A degree of involved exploration
- Many weapons, but not so many that you don't have time to master them all
- Non-cliched storyline
- Leveling system based on collecting rare upgrades (Metroid at all?)
Bad things include the opposites of the above, along with:
- Points system (I always hate it when large games focus on collecting points; I'm a rabid hater of highscore mechanisms in non-arcade games)
What would I like to see in the future of this genre? Personally, I'd like to see less sidescrollers with are basically Call of Duty in two dimensions.