Quite true. No one is arguing this. Still, it's the beginning of the game's life; Melee's early life didn't have an offensively-based metagame, either. We'll learn more tactics, both offensive and defensive.
Tripping is the stupidest thing ever. I hate Sakurai.
I like the new air-dodge mechanic, though. I consider it another thing to read; bait an airdodge and hit them with a Smash attack or late aerial. Another guessing game, which fighting games are generally based off of in one way or many.
Hmm, that's somewhat true. I've never really thought of it that way.
Edgeguarding is also different, and I rather like the new system for that, as well. Thing is, something like a well-timed Marth F-Smash used to be perfectly fine for edgeguarding; it effectively killed professional players half the time, even. You didn't have to risk anything by doing that. With increased recovery abilities and auto-sweetspotting edges, you are forced to chase down your opponent, meet him halfway, and attempt to hit him again. Certain characters excel at it (Meta Knight and Wario, for instance), while some don't have it as easily. Risk and reward is ever-present; more mindgames and fighting is involved, should you choose to try (and you should!). Footstool jumping, while normally a minor inconvenience, can actually effectively combat certain recovering characters as well (poor Bowser). It might seem impossible, but you probably have more options at your disposal than you think if you, err...think.
This sounds fine on paper, but with the experiences i've had so far, everyone is always going to make it back to the stage unless they die off the top or the side. Even if characters can play off the edge well, the recovering opponent will most likely airdodge anyways - even if you do predict and punish his airdodge, he'll most likely be able to recover again due to the floatiness that everyone posesses now. Being able to predict your opponent's recovery has diminished to nothingness because of this. I have yet to see a successful edgehog in this game (Excluding tether recovery characters).
Super-armor on grabs is purely subjective to opinion. It's only after you've actually been grabbed, so it's not like attempting to grab is an auto-flinchless move. I like it when I'm not fighting Dedede, personally. I can see why others may not like it as much, however. Throws were nerfed as a result of the revamped combo system, so I'm glad to see that it got this boost, at least.
I was pretty sure that on the very few remaining frames before the grab, you possess superarmor. It always irritated me when I would use a Wario f-smash, hit the opponent, and still get grabbed out of it. Made me gnash my teeth and swallow the bits that resulted from the gnashing.
Brawl certainly involves more luck, but I say that the only amount of skill that is taken away significantly is technical skill, which I think shouldn't be valued as much as mindgames/psychological nuances of the game. Maybe it's because I'm too lazy to practice how to do everything just right in Melee (that's why I wasn't good at it, XD), but I'm glad that the muscle memory factor is toned down, and that I win because of my head rather than my fast fingers.
Although technical skill isn't valued as much as mindgames and such, it is still skill nonetheless - taking this away is still taking away the skill needed for the new game. There's nothing wrong with "winning because of your head," but winning with fast fingers isn't necessarily a bad thing either.
Smash is essentially a 2D fighter. It's very open-ended, but the concept is more-or-less the same.