I think all fighting games are struggling to find where this balance is. SF5 is easing up link windows, increasing damage, removing proximity normals, overall making hard punishes less of a skill-gap exclusive thing. Tekken 7 nerfed sidestepping, nerfed grab priority and made throwbreaks easier, and a form of superarmor attack from Revolution. Guilty Gear XRD removed FRC, since release patched itself with a more lenient buffer, alot of mechanics and inputs on characters got much easier to manage. Considering these are all known highly technical fighting games, its interesting they're all following suit, nerfing their deeper technical mechanics to make space for accessibility. Smash Bros is in a funny spot though. Some people call Melee a "mistake", but that's a completely useless term when it comes to explaining how the metagame of any fighter pans out -- it's almost always a mistake.
I think the reason the ATs of Melee clicked so well is because they're all intuitive. All aerials can be L-cancelled, there's no discrimination like with autocancelling. All characters can directional airdodge, which means all characters can wavedash, which means all characters are capable of the same general benefits. The PROBLEM with smash is that Sakurai acknowledges ATs and removes them, likely on the principle that they were unintended features of the character, but without acknowledging that by removing them, you're taking emergent options away from that character (or, in the case of DACUS, the entire roster).
Like, for instance, removing Falco's laser cancel. That single-handedly made him a completely different character. He's growing into his new role now, yeah, but even with SSB4 launch frame data, Falco would have likely been a much higher character with that one technique alone.