Not exactly giving the Melee fans a good name there. You act elitist in the sense that you say the base game isn't good enough for you, you say that every other mechanic should be like Melee, and you say Brawl and 4 are trash on a regular basis. Unless you want people think all Melee players are like this, which I am seriously believing at this point, you ought to stop.
Question: Do you want people to respect Melee fans?
As many threads as you've seen me in, you'd still go so far as to say "Unless you want people think all Melee players are like this, which I am seriously believing at this point"?
You should know by now there are a myriad of level-headed players that just don't enjoy Brawl because of its pacing and general system of balancing aggressive and defensive play.
I play rushdown in both Brawl and Melee, but the only things that really upset me about Brawl were the inability to cancel dash with crouch and momentum as a whole being pretty much discarded; I really don't see the point of the latter, but I play the game anyway because there are definitely aspects of it that I appreciate.
As far as complexity goes, I feel like a lot of people don't really know how to work to improve themselves when tech skill presents a barrier (then again, improvement as a whole is tough).
The relevance of wavedashing and l-canceling depend on a character and style of play you choose to commit to; back in the days of BlazBlue, I wanted to be good with Taokaka, but with the introduction of the taunt loop from CT to CS, I was quickly surpassed by others and had to either learn the taunt loop or adopt a different style of play until I could learn it, or just disregard it and continue to work to improve.
I tried it, but wasn't really interested in trying to perfect it, so I picked characters with more simple inputs and less strict timing in their links; I still used Tao every now and then, though, finding different approaches to matchups and not really caring much about the loop.
Fox, on the other hand, is a very demanding character by nature if you want to be solid on offense, yet you can still get by with proper spacing and chaingrabs (if I find that my opponent has the better offense, I capitalize on that by playing a heavily throw-oriented game -- they start to focus on avoiding the grab, which almost tends to make things even easier).
Regardless, I didn't start off by defaulting to that -- I worked for a good long while on perfecting tech skill because it was something that I wanted to learn and I was dedicated to it.
The issue with discussing complexity is that you can't necessarily address every character with it; some characters are naturally more demanding than others (Ness/Ice Climbers) and can't usually be picked up day 1 because of the way they work, not to mention other characters are just solid in general and don't need these techs to thrive (Sheik, Jigglypuff).
The game doesn't need to be another Melee, but complexity certainly isn't a bad thing.