Well, I will try to make as much sense as I possibly can for Melee players, but just know that I never took Melee as seriously as I am taking Brawl, which puts me in an awkward position that I'm noticing is highly favorable as far as learning Brawl goes, but to translate this and debate with people over a game I haven't religiously triedt o master is somewhat difficult, so bare with me. However, I have seen quite a few videos of 07 tourneys, and probably 80% of all of MLG's Smash videos, so I have seen what it looks like to compete in Smash.
First of all, the notion that technical skill directly correlates to making a game competitive is not true at all - it can make it more competitive than it already is, but if it is not very competitive in the first place, then you are RELYING on the technical skill to provide you with a competitive environment. Technical skill only makes good players better, and bad players (or players who don't know the technique) worse. The game was there before the technical skill was, therefore, the game is enhanced by the technical skill, not the other way around. Anyone who assumed that they would leave what we call ATs but are really 90% of the time glitches is just ridiculous, so to then assume that Brawl is now less competitive because of the lack of ATs is a moot argument, because common sense (mine at least) easily saw this coming and prepared for it. Not only that, but there are clearly ATs. They just don't break the game like Wavedashing did. My personal opinion is, yea, it broke the game completely in ways that you don't even recognize, but that's another argument altogether.
I completely agree that tripping is the most idiotic thing anyone could have ever done. Everyone agrees. Moving on.
I completely disagree that you cannot "0-death" or anything of that sort in Brawl. I've played Olimar for 60% of my time in Brawl, and I can do it for days if someone does not see it coming. It doesn't matter what you do once I start it up, there are very few ways to avoid it once I get it going. I would concede that it is not a true-to-definition combo, but to me, as long as it takes them from 0-death, I could really care less how close in time proximity the hits were. I am not going to tell any of you how to do it, because then it would be less effective, but I hint at the essential moves you do in NC-Echo's Olimar guide thread, so if you care to check it out, be my guest.
The point of this is, you can still develop advanced metagame strategies that a lesser opponent would be completely dominated by. I smile when people assume that no one has discovered anything "truly useful" in Brawl. It is blissfully ignorant. For instance, hit decay is an AMAZINGLY useful game mechanism that easily (and immediately) seperates the skill level from those who use it properly and those who don't. Maybe you disagree, but it will be hard to when you see people properly using characters months from now like I already am.
For instance, let's take Dedede. Very powerful character. He is my second main (and a big reason why I've learned to incorporate hit decay into the strategy), and a lot of my strategy has to do with avoiding hit decay as much as possible. If I were to use any KO move at around 80%, then the chances that I will be able to perform 10 moves to get that KO move out of the decay rotation before I get the enemy to 100% is unlikely, and it is very significant to using the move because (for those that don't know) the first decay effects the move you use far more in both knock back and damage % than any following re-use of the attack, but using it twice will even further decay the hit and make you have to fight for even higher % and take even more time doing less % per move if you only use the same few attacks over and over.
It's the difference between KOing someone using using anywhere from 10-20 moves and at around 100%, or using 20-40 moves and KOing at 150%. That's a huge difference, I think. Fortunately, I recognize this, so immediately I am at an advantage. Of course, it's incredibly difficult to try to remember 10 moves in one rotation and keep memorizing it, so I just avoid all of that and learn to use all of his moves, and almost never use a move right after I have just done it unless the move is for spacing or small-dmg multi-hits. Gone in Brawl are the Cpt. Falcon knees that bounce you from one stage to another, and arriving are character mastery, where memorizing every miniscule statistic of a single move is inferior to learning the proper use of every individial move a character has... and there are like, what... 13? 6 ground attacks, 4 airs, 3 specials. Good luck trying to main multiple characters if you are used to spamming attacks relentlessly.
And to continue with that point, there is flawed logic in assuming that simply camping with projectiles is a more effective strategy than doing anything else. The main flaw to this is that you simply accept that this is a good strategy because it looks good and you can't seem to beati t, but that doesn't mean anything at all. It just means, either you do not understand the character you are using well enough to combat the enemy, or (more unfortunately) your character is gimped with no projectiles, and no way to block/intercept/avoid projectiles... which is highly unlikely. Characters that can crawl immediately have an advantage vses campy projectile users. You just crawl. Of course it's slower than normal, but going slow and avoiding everything is much better than taking 25% and risking getting knocked back into the same thing over and over again, and the latter is what I am assuming is the problem. There are a lot of characters who could also simply duck and be more patient. The enemy could be perfectly fine with attacking until you get up, but as long as you never give up, the enemy will do something else because you are only responding to the camping the only way you know how and they will eventually realize that you will begin moving once they do something else (in which is likely a bait for you to get to moving, and when you least expect it, they will just start camping again).
To me, (the end of) Melee is more like chess type strategy, and Brawl is more of the way I play poker (and the idea that poker is "just gambling" makes it clearly evident that you don't know how to play poker at all, so if you don't understand how to truly play poker then do not make stupid comments about it).
In chess, you have multiple pieces and everyone in general can do the same things. They all have very direct moves and in itself, is very hard to identify what the player is doing as far as his grand strategy is concerned, unless you yourself are on the same level of thinking. You bait, you set up counterattacks in preparation, you feign movement and attacks, and then eventually you find yourself in a position to completely cripple the enemy in a series of blows. In Brawl, everything is much more statistical. You don't have complete information, but you are forced to assess the situation as intelligently as possible. Sometimes you make pokes, and you try to bait the enemy into an advantageous situation, and from there you have a very limited window of opportunity to cause as much damage as possible without having the enemy try to completely avoid you (in poker's case, folding a hand). I also feel like Brawl plays more like most other fighters do, where there is an element of mixing and resets. Some characters have the opportunity to create these walls on other characters, and it's just impossible to win (like projectile characters for instance) unless you pass the wall, but if you don't even know how to pass the wall, then you have probably already lost. If you read the article by Sirlin, and if you remember his little Zangief splash/ Ryu Hadouken wall trick, then that is exactly what I am talking about. It's the same. Exact. Thing.
I disgress. The point is, the game, to me, is much different than Melee to really compare their competitive merit, especially since I never saw Melee played without all of the crazy AT **** going on. Just because you want to do it doesn't mean that the fact that it's difficult to is a moot point. Regardless, if you simply approach the game in a different way and completely throw away everything you thought you knew about Smash, which is apparently an incredibly difficult thing to do for a lot of people, you will find yourself learning more and at a faster rate. Just forget about what you think you know and recognize that you don't know what the hell you are talking about as far as the game's potential is concerned and you will be a lot better off. If you aren't willing to completely relearn a game, then that's fine too, just go play Melee. I completely understand that for a lot of people it's incredibly difficult, but for me, I've been playing video games nearly all my life (literally), and it's a lot easier for me to just pick up a new game and master it faster than everyone else and play as good as pros on multiple games at one time, but I also know that not many people play any game besides the Smash series competitively, so it could be inherently more difficult just because that is all you know how to do. I'm not trying to be a **** or to boost my ego, that is just how I have observed things on different games and this game doesn't seem to be any different.
And if you were wondering, no, I don't think Melee is more competitive, but it's probably more difficult to master at this point in time. I would not even bother arguing that it's harder to master all the metagame strategies of a game that has been out for less than a month compared to mastering all the metagame strategies of a game that has developed over half a decade.