Well, maybe this project wouldn't exist, but it's not for the reasons you're thinking. It's possible the code authors would have done less work if the game were more "competitively focused", but Thinkaman and I made this project out of a love for the game, not a disdain. Honestly, if this game weren't well designed as a serious competitive game, I don't think Bbrawl would be nearly as good as it is. We had to fix an honestly pretty short list of chaingrabs and such, and beyond that we just had to tweak the overall value of the characters but never really had to redefine the characters. Captain Falcon still plays just like he does in standard Brawl but suddenly he can win; it's quite novel how close to functional even the very worst characters in Brawl really were.
Also, FYI, when I first got melee, a friend and I were working on unlocking everything without consulting the internet, and we both got 23/25 characters and were just missing Mewtwo and Mr. Game & Watch (but we didn't know those were the two missing characters; we just knew there were two more characters). I was absolutely dead convinced one of them was Diddy Kong; the Donkey Kong games were just too big for him to be overlooked (I also thought Banjo-Kazooie was a strong possibility). Let's just say I was baffled and quite disappointed at the actual final two characters mostly because Diddy Kong wasn't one of them. I was soon to be baffled even more by Nintendo selling their shares of Rare even though Rare was amazing, but that's aside the point. Of course, when Diddy Kong did get his chance in Brawl, I discovered he wasn't anything like the sort of fighting game character I wanted to use, but he did have people who were really wanting him in.
I should point out that descriptive feedback is infinitely more helpful than suggestive feedback. Going into, say, Sonic's bad matchups is way more helpful than suggesting what we should do with Sonic. The age-old adage in game design is that you listen to the complaints of players but not to their solutions to the problems they describe. Our project is a little different from usual game design given how approachable we are in general, and we're pretty likely to find at least some things in suggestions we like, but it's definitely the case that clear-cut identification of problems (with strong evidence that issues are actually problems with the game and not personal problems) is just so much more helpful.
Also, FYI, when I first got melee, a friend and I were working on unlocking everything without consulting the internet, and we both got 23/25 characters and were just missing Mewtwo and Mr. Game & Watch (but we didn't know those were the two missing characters; we just knew there were two more characters). I was absolutely dead convinced one of them was Diddy Kong; the Donkey Kong games were just too big for him to be overlooked (I also thought Banjo-Kazooie was a strong possibility). Let's just say I was baffled and quite disappointed at the actual final two characters mostly because Diddy Kong wasn't one of them. I was soon to be baffled even more by Nintendo selling their shares of Rare even though Rare was amazing, but that's aside the point. Of course, when Diddy Kong did get his chance in Brawl, I discovered he wasn't anything like the sort of fighting game character I wanted to use, but he did have people who were really wanting him in.
I should point out that descriptive feedback is infinitely more helpful than suggestive feedback. Going into, say, Sonic's bad matchups is way more helpful than suggesting what we should do with Sonic. The age-old adage in game design is that you listen to the complaints of players but not to their solutions to the problems they describe. Our project is a little different from usual game design given how approachable we are in general, and we're pretty likely to find at least some things in suggestions we like, but it's definitely the case that clear-cut identification of problems (with strong evidence that issues are actually problems with the game and not personal problems) is just so much more helpful.