Lancer, you've made some grand connections without actually explaining IN REAL TERMS why ("fun", "boring" "all the options are the same"? every melee only attack character must be badly designed too
), and folks are trying to fill the gaps for you with explanations like "he's doing it to defend the HUSBANDO PIT!" or "yeah Marth isn't for me either because ..." because most are understandably bewildered by how you argue 1+1=Z.
Low level players have always tried to play Marth as a simple waller, and it's never been good at high level in prior games whatsoever. There's more to the character than that and when players get power shielding or micro-spacing down-pat it takes a lot for a Marth player to overcome that
wall.
I think a large part to what makes Marth less engaging in Smash4 (and only in Smash4) are the lack of auto cancels; optimal choices based on various timings is no longer as big a part of him (having all your ACs optimized for the likes of Fox, Cloud or even
Pit are fulfilling hurdles for most players). The over-the-top use of Sakurai angles in his moveset. And the standardizing of his sword disjoint; it used to be fsmash >dsmash > ftilt >= dtilt > DA > jab > nair > bair > up tilt > uair > fair > dair (rough memory, but in general all ground moves > aerial moves) in terms of sword disjoint, at S4 release jab was shorter and the smashes were larger while most of the rest were the same, that's kinda yuck and reduced a lot of the decision making process involved with him from Brawl because every single move he has is able to outspace the same things.
However, Marth is alright in this game no doubt and is still all about fundamentals - spacing, reaction, timing, movement, punishing, positioning (just like all chars, but it's basically
all he has); I just believe they intended him to be more of a stepping stone character than a high-depth one in Smash 4; fortunately they patched this a bit with jab and various other things.
He's always been a simple character to understand the premise of, but he's difficult to truly master with a nice splash of high risk/high reward, he's highly recommended for teaching people fundamentals and good habits in Smash and is one of the most popular characters across all 3 games he's featured in,
for a reason.
One point though, he has fantastic out of dash options (seriously, what the ****?) due to huh, a usable DP, fast start up side-b, and almost all of his aerials can be done out of a dash jump on grounded or aerial characters. That's the reason he has the worst dash to shield in the cast: his variety of strong out of dash options (the walk was likely a factor too, shame they're silly and made base/acceleration 0 #_#).
He has transcended priority specials (these are nice, screw you ganon/dk/bowser~), long range striking pokes (shieldbreaker, dtilt, nair), arcing hitboxes that emphasise variations of horizontal and vertical spacing, sweet/sour spots based on spacing rather than timing (i.e. we don't always want to tipper), and gets to live a life of punishing enemy actions once they're in disadvantage almost indefinitely (reading/positioning) but with limits, and he's particularly strong at these things.
Also when a move happens to be around -10 on block, and hence most characters best OoS punish is a grab, it's
not high risk.
SIGH MEWTWO MAINS.