1. We're already aware that wavelanding is in Brawl, and that it's based on techniques that pull you in a direction; you'd slide in the direction the move takes you (ex. Mario's or Bowser's bairs would make you slide backwards). That's far and away from any kind of wavedash, because not every character has moves suitable for such a function. Not just that, in order to replicate the effect of wavedashing with a waveland you'd have to:
-SH
-FF (and of course, at this point you've already taken more time than it took to do a wavedash in Melee. Hence, byebye wavedashing)
-Do the attack just before you hit the ground and hold the stick in the direction the attack takes you (and this is not the same as wavedashing. If you wanted to try doing the airdodge here, there's a good chance it simply wouldn't work. See below)
Hmmmmmmm...but, don't we already know what happens when you do that? Okay, so maybe we'll have to change the description of the SHFFL a little more:
"On occasion, depending on the attack you will slide in the direction you were heading".
2. Airdodging into the ground doesn't have to create a wavedash. It's not so difficult for the programmers to make characters slide when their attacks pull them across the ground as they land and for them to slide back while crouch cancelling, but to have them, for example, simply hit the ground and stop when they airdodge into it. It is possible to airdodge into the ground in Brawl, as long as you're already heading towards the ground, but that alone removes wavedashing, because it was the act of jumping and then immediately forcing your character back down and into the slide that made the move what it is, and we simply can't do that anymore.
Is there any indisputable footage of a character airdodging into the ground and sliding?
3. No, wavedashing was not in Melee, in any version. Know why? 'Cause it was people just like you and me who created the technique. Nintendo gave us the tools for wavedashing by programming the jump, the controllable airdodge, and the airdodge's physics upon touching the ground; we did the rest. Things are different now.
4. It's pretty evident that Brawl
is using a different physics engine than Melee. O_o Seriously, pay attention.
5. Look, you may care about the wavedash, but Nintendo and Sakurai don't. Sora Ltd. probably only heard of it in passing because the Brawl devs are all Smash players. That's the way it's always been. The devs create basic techniques and, depending on the game, a sparse few to a large few advanced techniques, and then the truly great players create the very advanced techniques.
What does removing wavedashing accomplish? Well, considering that up until recently there were quite a lot of "pro" threads on the subject of Brawl being made easier for casuals...