Ocarina of Time is probably a little bit better to me, but not by much. Considering that OoT is the base for pretty much every 3D Zelda after it, I'll write the details of why Skyward Sword is better or worse than OoT.
First of all, I really do feel more connected with the characters of Skyward Sword. There was just more story and more cinema in the game, and this is partially due to limitations they had on the N64 at the time. They couldn't just fit scene after scene into OoT, though they did do a lot for it's time.
Skyward Sword has sadly "meh" graphics ate times that look only on par with Twilight Princess in polygon count, which btw is actually a GAMECUBE GAME!! I mean, Super Mario Galaxy 1 & 2 run on the Wii's engine just beautifully. I don't understand why Skyward Sword has such a problem with curves. Like seriously, too many pointy doors and rugs 'n' stuff. The impressionist graphics kind of made it worse too. The only time things would have probably looked great was from a distance, but then there is that blur filter that prevents that, so there you go. On the other hand, the design that they go with some of the dungeons is really appealing to me. i really loved viewing the technological futuristic past of Lanaryu and I also loved exploring the beautiful Ancient Cistern.
The combat is amazing. I know a lot of people feel like it was forced, and Nintendo definitely put a lot of emphasis on it, but it's really better than mashing the b button over and over. (don't forget to occasionally dodge!) I enjoy having more interaction options against the enemies, and I enjoy that the interactions with different types of enemies is slightly different. The lizardfos are just funny and bring a smile to my face everytime I see them mock me foolishly. You have the basic bokoblins that block in somewhat strategical directions, but then there were enemies that required specific swings to beat like the Beemos (that's the name for the laser shooting tower right?). Being able to shoot beams from your sword again was also a really fun feature to return to the Zelda franchise and was built in a way that wasn't overpowered at all. In fact, the decision to make it more powerful in Hero Mode was a great choice as that mode makes you realize how valuable it is when you are worried about health. The items were also amazing!! I really loved the items!! It's great to see some items we have never quit seen brefore like the whip, but also see the Gust Below for the first time in a 3D Zelda game. That was definitely one of my favorite items. What's better is that the items were given more than a "one time use" like the Megaton Hammer in Ocarina of Time or the Spinny Top from Twilight Princess. Lastly, I want to say that the difficulty for Skyward Sword was decent for a modern video game. The puzzles were a little too easy at times, but the combat and fighting fit into a range of difficulty that I find good for a game.
The beginning is too long. Skyward Sword shares this problem with Twilight Princess which scares me because I want this trend to stop right here. There are just too many mandatory tutorials. I can understand what they are trying to do by incorporating the tutorials into the story. This is nice for brand new players, but even they will be annoyed by this on their 2nd and 3rd play once they have mastered the controls. I shouldn't be resorting to making a save file that starts immediately after the tutorial stuff so that I can copy it over ever time I want to have a new run through of Zelda. Ocarina Time did this perfectly. There are plenty of opportunities to go learn and practice game mechanics, but you can choose to ignore it and instead suit up and head to the Deku Tree in like 5 minutes.
Skyward Sword music is great. I really like it a lot better than Ocarina of Time, even though OoT has more "memerable" melodies. To me, memorable does not equal better.
Fi is super annoying and comes close to ruining the game. I don't mind that she plays a role in the story. In fact I liked that. Having Midna play an important part in Twilight Princess worked out wonderfully. What bothers me is that Fi bugs you too often. She is by far worse than Navi. She'll remind you about things you did not need reminding of. She'll repeat objectives that another NPC JUST FREAKING told you!!! She'll spell out the answer with her obvious hints at times to really difficult puzzles. She also reminds you that your batteries are low on the remote. Isn't the low battery icon in the corner enough? I guess not. I mean just remember this example. The puzzle on the sandship where you shoot the timestone from below the deck would have been a great puzzle, but it is ruined for all players when Fi can't keep her trap shut and just spoils the puzzle for you. How about the time you get the sling shot. You remember that? Yeah, when you get the slingshot, Link holds it up and the game tells you how to use it. Ok fair enough. Next, the elder Kikwii also tells you how to use it. Kind of not necessary, but ok. Then after THAT, Fi appears and tells you how to use it AGAIN. THANK YOU NINTENDO!! I was worried I would not figure out how to use the Sling Shot!!
The traveling and questing in Skyward Sword is a bit more rigid. I would say just a tiny bit too much for what I would say is acceptable for a Zelda game. I wouldn't have mind if they pushed the linearity of the game a little bit, but at times, they really pushed it hard. The Sky World doesn't have a lot to do, and revisiting those 3 areas kind of gets repetitive. When working on the Song of the Hero Quest, i was definitely tired of seeing the time stone puzzles and I wasn't too happy collecting magical fish notes, which was more time consuming then it should have been. While solving puzzles to find or enter a dungeon was indeed still a part of the game, it was the traveling that was longer compared to past games such as OoT. I did appreciate all the landscape and baddies that I had to fight. It was really fun, but if you try to recollect what you had to do, it is hard to remember that you did more than just go from Point A to Point B. Finally, a big part of the reason that Skyward Sword felt linear is because almost all of the side quests were just dousing missions. Adds more to repetition and reinforces, "hey go from Point A to Point B".