so signia, how much would you want in your tournaments?
I think we should aim for match length similar to matches in other fighting game tourneys. It's been a while since I've played in a tournament other than smash, but a set in smash seems to take longer than one for other games. However, smash is very different, obviously, but in some important but not so obvious ways that are relevant to finding proper match length.
In smash it's easy to kill yourself. The game itself is very unpredictable (which is bad design) until you get a very deep understanding of the game (because every piece of code is predictable when you fully understand it), and in order really understand it, you need to dig pretty deep, or read a lot of Magus420 posts. A lot of events feel random, and success or failure may feel accidental. Many players might actually like that about this game, but those of us who are truly competitive and like the feeling of defeating an opponent and proving superior will be disillusioned with wins or losses where the loser could not possibly be prepared for what made them lose. Longer sets would make them happen more often, and therefore feel less random, and the match would feel less affected by them, as there is time to make up for it.
On top that, there are so many options available at any given time that possible gimmicks, which are strategies that will work once, but never again (or not for long) against a smart player, are so numerous that they are impossible to prepare for without a lot experience, having seen something similar. That's not such a bad thing though -- there's something to be said for those who are a good at forcing their opponents into unfamiliar situations and for those who can hang in any corner case. The problem is that match length affects the ability to rely on gimmicks, as well as the opponent's experience. How much should "cheap tricks" rule the metagame? It's decided by the match length.
So yeah, telling you what you already all know, that longer matches are better The model other communities use for 2 out of 3 is fine, and having 4 stocks makes the set long enough to make Melee's doses of wtf feel more consistent and less of an impact on the outcome.
Messing with the stock amount wouldn't be so bad though, as long as you adjusted the number of games (I incorrectly called them "rounds" last post) played so that the match length stays the same. Less stocks allows for more stage changes, more beginning stocks, and more character changes. More stocks gives you more new stock invincible stocks. Other changes I already discussed.
tldr;
4 Stocks is fine