(Sorry for the large post.)
IMO, Achievements are supposed to be there as an incentive for the player to try new things that are not neccessary to beat the game or force the player to adopt different tactics... building on your The Legend of Zelda: Ocarina of Time example you could include:
1. Get the Fire Arrows
2. Complete Gerudo's Training Grounds
3. Get the Gold Scale
4. Plant all the Magic Beans
5. Collect the chickens in Kakariko Village
Etc...
You can see I have included ONLY achevements that would not be achieved by normal gameplay
Let me point out a few of yours for a second...
Qvar said:
- Obtain the master sword
- Beat the game
These should be a given and not necessary to use as achevements (even if they are major turning points of the story we don't want stupid popups ruining the monent).
Qvar said:
- Get max punctuation at the horse archery range
- Get max punctuation at the slingshot range
- Get max punctuation at the bow range
These achievements would be better served as: Get a highscore in [minigame]. Mostly because the Horse Archery is way, way, WAY too hard to get a max score on, and the slingshot is way too easy. It makes the achevements less daunting an it coincides with the top tier item that you would get from the game anyway.
Qvar said:
- Collect all the skulltulas
- Collect all the hearth [sic] containers
- Collect all the poes
I hate collect-a-thons these are fine because they aren't necessary to the main game and give the player something fun to strive for. (Also all the poes souls can't be collected in this game... how about [Soul Trader - Sell a Poe's soul] instead?)
Qvar said:
- Obtain the Biggoron sword
- Obtain all the songs (if I recall correctly, there was one not necessary to finish the game).
- Obtain all the bottles
- Obtain the three godesses powers
These are nice as well, something to force players off the beaten path and try something new. (BTW it was the Suns Song which reminds me... [Achevement: Freeze a Re-dead with the Suns Song]
TL;DR Achevements should not be tied into story elements but rather as incentive for the player to try something new that they would not have tried otherwise.