I don't post much, but this is a thread that needs a few points made clear.
First off, Competitive smash is played by those who want to play the game at its most competitive. That is to say, with the fewest amount of random variables possible. Doing otherwise makes absolutly no sense. In an environment where the goal at the end of the day is to prove who is the best player of the game, having any random elements involved is taking away from the POINT of the match. Competitive smash isn't about having fun. There, I said it. Its about proof. Proving who is the best, and gaining what that means, be it prize money, or social status (Tournament champ, etc.)
There are others who cry out for what is best described as "separate but equal" tournaments. The thing is, thats a bit arrogant. To borrow from the kickball analogy, you came to our game, played a bit by our rules, and asked if we could play by yours. We told you "we don't believe these rules make for a competitive kickball game". Then you demanded we get another kickball and set up another field for your rules at our kickball games. See where the problem lies? If your rules are so excellent, and adored by so many, getting your own kickball, and getting your own teams to go play shouldn't be difficult. And it has nothing to do with us being uninviting. It has to do with us being specific. We play TOURNAMENT kickball. We practice for tournament-grade playing, which has tried and true roots which we stick to. We have no issue with you wanting to play kickball with us, but that doesn't mean we are going to bring along another kickball, and set aside another field, for someone else who's kickball is a very different type.
As far as smash balls go, without question they need to be turned off. They are items. Hammers and starman, really. Fancy, character specific hammers and starman. Like other items, despite changes in distribution, they are still items and still add an element of randomness that is undesirable to competitive gameplay, which may I remind you, isn't about fun, it's about proof.
The fact that half are one hit kills and half are pointless just makes this even more obvious. They are less balanced than other items! At least with the hammer, whoever got it got the same power, but with the final smash, even that shred of balance is gone. Truth be told, jigglypuff could care less 9/10 times about the smash orb, because her final smash is so worthless, that the only value is denying the opponent their final smash.
Another valid point is the final smash will not just go away if you ignore the opponent for a while. Part of the 'balance' of the hammer is it is there for a set period of time. Once grabbed, it is active for about ten seconds, then it poofs. The final smash has no duration like this. whoever grabs it (specifically, spacies, sonic, Marth, etc.) now has an insurmountable advantage. They have the power to activate god mode, or to take a stock from their opponent for free. At any time. With no duration. This screams broken so loudly, testing isn't even necessary to know its bad for gameplay***. The hammer was bad, final smashes are basically better hammers.
***Qualifying this by saying we played an imported brawl. Every game was won by sonic once one of our better players picked him up,. Part of it was his skill as a player, he is not bad, but the other part is every time a smash orb spawned, who do you suppose got there first? Sonic. Who got the orb? Sonic. Who got an unrecoverable advantage? Sonic.
[edit] I should point out that while I do enjoy a good item-fight now and again, I do prefer the itemless smash myself typically speaking. I am not against items in any way (I find them quite fun to be honest) but if given a choice, I have more fun without items.