I was counting the directional inputs as part of the "more copy abilities" argument, and yes it's neat to have all the different ways to use the same ability, but it always felt like overkill to me. I mean in a kirby game, enemies aren't a real threat so having all those flashy ways to attack wasn't very beneficial aside for a few boss battles.
Where as KDL3 would completely change the functions of characters when you got different abilities with certain partners. It just made it feel more worthwhile when you brought the right combination to complete a goal or chose the right partner to get you through a certain obstacle.
Even all the game modes in Superstar felt just a little hollow. Like none of them lasted long enough to reach it's potential. Like they all feel like a side game, but there isn't the main game. I guess over all the two games to me are quality over quantity. Superstar has lots of modes and lots of abilities, but in the end none of them amount to that much where as Dreamleand 3 has only one mode and much fewer abilities, but they just feel more fleshed out to me.