We're going to have some files ready for the public within the next couple days (I'm aiming for tomorrow, but Thinkaman is busy lately so we'll see). Here's what you can expect:
-Stages with altered stage hazards. I'll post more details later, but the following are the affected stages: Norfair, Green Greens, Pirate Ship, PictoChat, Port Town Aero Dive, Flat Zone 2
-Stage Specific Speed Reduction code is no longer a part of the .gct; stage speed changes are now done via .pac file edits. This makes Green Greens and Luigi's Mansion more natural and fixes the bug with stages that are normally frozen during the character introductions (Mushroomy Kingdom, Rumble Falls, Halberd).
-Bowser Bomb now has super armor. Frames 1-15 for aerial and 1-10 for grounded.
-Ice Climbers are reworked... a lot. There are no longer any chaingrabs at all, but they have a lot of really cool stuff and are now definitely the most different character in BBrawl. I'll leave this to the imagination.
-Link's aerial Spin Attack canceled into tether now always goes into helpless even if the tether aims at a ledge but fails to latch on, fixing a bug in BBrawl2.
-Several jabs were subtly tweaked. Samus benefits most.
-Jigglypuff got a bunch of smaller tweaks as well as yet another fun trick for this more whimsical character. Fake Rest?
-Lucas got a few buffs, none of them too big but all of which should make Lucas play a bit more smoothly.
-Olimar now plucks pikmin at the same rate from all surfaces, the normal "fast" rate he uses on stages such as Final Destination. This is most noticable on the third form of Castle Siege and the lower section of Spear Pillar, but it is a small improvement on many random surfaces.
-Small tweaks to Mario, Diddy Kong, Kirby, Ike, and Captain Falcon. Ike and Captain Falcon see tweaks to their armor, Kirby gets a few little things none of which are big at all, and Mario and Diddy Kong have hiboxes tweaked very slightly on their multi-hit moves to make them more airtight. Exact details on all of this later.
-Ganondorf and Bowser now always win with their suicide moves no matter what controller port or any of that nonsense. This is something we're still fine tuning but are 99% of the way there. I know no one cares, but for completeness I'm going to be pestering Thinkaman (he took point on this one) to include Giga Bowser (for anyone who didn't know, Giga Bowser in standard Brawl always goes to Sudden Death with his suicide move, unlike normal Bowser who goes to Sudden Death if near the p4 side but wins near the p1 side except when a certain advanced technique is used that makes him always win).
This version will also see the removal of a few things. We're not going to be including BBrawl's custom stage select screen and all codes and files involved in stage selection (including WiFi Waiting Room's addition as a stage), we're just flat out reverting changes to Spear Pillar and dropping our request that people play on it (no one liked it anyway), and we're making our primary distribution model Riivolution based which means custom stages will be usable (we'll include some alternate files for use with Smash Stack and/or gecko). We have our reasons.
What we are going to be asking primarily for is a polish report. Our focus at this point is "what about the game makes it obvious to you that this couldn't have been the way the game was all along?". We hope for an answer of "nothing". We still appreciate all feedback of course, but the most important thing to us right now is having what we're presenting here be as smooth and natural of an experience as possible with everything "feeling right". As players, we're sure you'll appreciate a bit of a tuned up version of the game.
I also place a high premium on any information relating to methods to fix the freezes caused by Sheik's chain or Yoshi's grab being broken. We have no idea how to fix these bugs but would really, really like to include fixes for them if possible. On the off-chance anyone knows how on either of them, let me know, and I'll be deeply thankful.