As far as I'm aware, the only thing that matters in sunshine is light press vs. full press, it's not really a spectrum. So they probably just have RB be light press, RZ be full press, and remap Z to LB (or something like that).
You could get away with just light press vs. full press, but there's a bit more of a spectrum there, which is what I'm curious about. I just went and tested it quick, there's more than just two stages for the regular FLUDD nozzle. Sunshine and Luigi's Mansion made full and heavy use of the GameCube's analog triggers, which Nintendo hasn't used since. Hm, but Luigi's Mansion was put on the 3DS. How did that port handle things, has anyone played it?
Trying to convert them to 60FPS might have broken too many parts of the game for it to have been seen as worthwhile. This is quite common when porting old games to new platforms, and is why the Xbox Live Arcade rereleases of Banjo-Kazooie and Banjo-Tooie were still in 30FPS (unless they weren't. Someone please verify me on this).
Right, I've emulated Sunshine with a 60 fps code, and it causes some issues. However, there are only three small issues it produces, all of which could be fixed with some minor tweaks. The Xbox Live Arcade rereleases of the Banjo-Kazooie games are more akin to the ports of Ocarina of Time or Majora's Mask on GameCube, where they were more or less straight ported to the system with little to no changes. That was back during a time when just being able to play those old games conveniently was the only expectation, but nowadays the bar has been raised for what rereleases should be, even by Nintendo themselves.
This concerns me because this was a solid opportunity for Nintendo to definitively update these games more than they seem to have done. It looks like textures are sharper, the resolution is higher, and widescreen is available for 64 and Sunshine, but there's no good reason they couldn't have been 60 fps as well, especially since it seems that the visuals haven't otherwise been substantially updated. It's only a few steps above if they had released these games as Virtual Console titles with no improvements.
It is what it is, but it seems these rereleases are relatively low-effort compared to what they could've been. For platforming games like Mario, having 64 and Sunshine be 60 fps without flawed emulation codes would've been substantial, but instead what we're getting is arguably no better than what I've been able to accomplish through emulation for years. I can play Sunshine right now at a higher resolution than the Switch, in widescreen, with higher resolution textures, at 60 fps, with a GameCube controller and thus full analog support. A Switch rerelease should be all those things and more, but it isn't from the looks of things.
The fact that this game is oddly a limited time release even digitally makes me wonder if these ports, rudimentary as they are, are meant to tide us over until we get more impressive rereleases. My expectation when I first heard the rumor months ago was these games were all going to be given a more HD makeover with new models, textures, and effects to really bring them into the modern era. I'm fine with them being as they are now (except for the framerate), since their visuals still hold up once you sharpen the image a bit, but this is hardly as big of a deal as one would expect for one of Nintendo's late year offerings.
So perhaps the original plan was to have fancier looking remakes of the games come to Switch, COVID put a halt on that, and so Plan B is to release these mostly untouched ports for a while until the better ones are done? Will we get fully remade versions of these games with newer visuals and higher framerates later down the line? Probably not, but this whole thing is all very odd.