The simplest answer is this: each version of the game designed to shine on the platform it was appearing on.
Sometimes game franchises attempt to simulate a similar experience across all SKUs, but often that can lead to sacrifices which can hurt each title's individual "fun factor" in the pursuit of a unified feature set.
In the case of The Amazing Spider-Man, the decision was made to make the best Spidey game possible wherever it was appearing, rather than attempting to make all versions resemble the PS3/XBOX skus.This included adding extra features where it was appropriate, like Vigilante Mode in 3DS.
You clearly have a pretty good understanding of game tech, and I'll see if we can get any details on what specifically played into the decisions for the scenarios you've mentioned.
Thanks. It was an enjoyable game for what it was (and will provide a great game to take away with me on holiday for sure), and this time we weren't promised anything we didn't get (which was, as I recall, a major issue with Web of Shadows). It'd be neat to see what technological reasons there were for leaving it out, especially on the Wii (which as I understand it was actually based off the 3DS version).
Truth be told, and this is related to my point in this very post, I think Beenox has handled the press of this game in a far better manner than Treyarch did with its last Spider-Man game, and because of that, on top of a really good set of games, I really do look forward to their next Spider-Man title.
MARVEL, AND ALL RELATED CHARACTERS: TM & © 2010 MARVEL ENTERTAINMENT, INC. AND ITS SUBSIDIARIES. LICENSED BY MARVEL CHARACTERS B.V WWW.MARVEL.COM. ALL RIGHTS RESERVED.
GAME © 2010 ACTIVISION PUBLISHING, INC. ACTIVISION IS A REGISTERED TRADEMARK OF ACTIVISION PUBLISHING, INC. ALL RIGHTS RESERVED.
THE RATINGS ICON IS A REGISTERED TRADEMARK OF THE ENTERTAINMENT SOFTWARE ASSOCIATION. ALL OTHER TRADEMARKS AND TRADE NAMES ARE THE PROPERTIES OF THEIR RESPECTIVE OWNERS.