Oh, I totally agree when she jumps the gun on offering tips, and I think it's more due to whatever parameters they have set up to gauge when those triggers should fire off. I think with further iteration, they'll eventually reach a point where there's a bit more balance, but I don't think it'll ever be to everyone's preference, but there's certainly improvements to be done to the system.
I haven't actually been terribly distracted by her hints, but maybe I just don't pay as much attention to them because I'm usually looking around the environment and piecing things together myself when she chips in, and sometimes I'm like, "Oh, thanks, Aloy," and other times I'm already on my way to solving it, so her hint doesn't bother me anyway because, well, I've already solved it.
I've never designed an open world game before, so I've never really thought much about things like hint systems for world puzzles, and how those systems would need to be designed and considered across players of different play styles. It's definitely interesting to think about, because I'd totally like to design an open world game one day, and I'm currently designing a roguelike (non-work related lol), but I do enjoy talking about those kinds of things from a design perspective.