Is it honestly a problem to want depth to your character?
Every time I play on Green Greens I can use Chef to my hearts content, and I certainly don't think its wrong to wish I could do that on any stage given the situation. If you've played G&W on Green Greens then you probably know how borked that move is on Green Greens (
Don't ever play G&W on Green Greens <3), so it's not like the move should be that good. All us G&W mains want is for the move to have some use. And any use you bring up for it is more than likely mimicked by a better move in G&W's moveset. It has the pan spike, but you mine as well use Fair. It can bait reactions, but so can Bair. It can be an onstage edgeguard, so can Dtilt.
G&W is a viable character, but by no means among the best. He is such a straight forward character that it really becomes only a matter of time before players know what to do against him. Look at vBrawl; he is just going to keep falling in ranks there because the top players know how to stop everything he can do. Looking at G&W matches from the early Brawl release to now and you see that G&W has massive problems killing, Bair actually becomes almost lack luster, and he actually becomes a very hard character to do well with. You can even SDI out of Bair and hit G&W right out of it. Very few people actually have success with G&W especially considering his hardest matchups consist of some of the best characters in the game (Snake, Marth, MK and Diddy).
G&W in terms of straight matchups would rank in the top 3 easily, but he still has the exact same matchup problems as he did in vBrawl which IMO holds him back more than anything. That, and he also lost a lot in the transition to B+. Some of his best aspects are gone in B+; his great survivability, resistance to strings and combos, and recovery.
Hitstun = no bucket braking, which means G&W is dying very early. Okay, maybe living past 200% is a bit crazy for the second lightest character, but look at his average life now. The top characters in B+ can kill him around 100-110%, even less for some. At the current moment, there is nothing that can be done about this, and I assume nothing will ever be done even if character specific hitstun was released.
No ASL really hurts G&W. His recovery was good in vBrawl because of the distance combined with ASL, but now the distance he gets is hurting him more than anything. G&W would have to go so stupidly low to sweetspot the ledge that it is useless to even try; not to mention that if you miss the sweetspot you get stuck onstage with massive amounts of lag for landing as G&W takes his parachute out. This forces G&W to recover high, which also has problems for leaving him as a sitting duck for characters who can hit him from high up much like Snake's recovery but without the ability to cancel in the middle.
Also, G&W isn't as floaty as other characters in his weight class. He isn't as easy as a fastfaller or heavy to combo, but the problem is how easy he is to combo for his weight. When he eats a combo, he is taking anywhere from 30-50 damage which is already 1/3 to 1/2 of his stock gone.
Now lets add on the character's natural weaknesses.
SO GOD**** PREDICTABLE. No real projectile, so he always has to approach. All his approach options are predicable (Bair), easily avoidable with a simple SH (Dtilt), lack enough range (Nair), or are just a bad idea (insert any other move here). He has to approach, but the top characters in the game can all basically outrange his approaches, or just have clear methods of stopping approaches.
Let me say something. Bair is not as good as people say. In vBrawl it has become stupidly bad for what was once a borked move; very easy to SDI out of, and G&W can then be hit out of it, outranged by a lot of the top ranked characters and not even all that safe on shield. In B+ you can still SDI out of it if you react fast enough (and the move is predicable enough to react fast enough to) and I've still seen some characters punish me for a spaced Bair even with increased hitstun by SDI'ing out of it early enough. As a defensive move it is great; high priority and disjointed range allow it to effectively wall out many approaches. As an approach it is really lacking because of how predicable it is, and how surprisingly punishable it is.
He has big problems killing. He can techchase Dthrow, but this is by no means guaranteed, and may not happen at all in a match considering the faster tech speed, buffering a shield out of the tech, and his horrible grab range. All of his smashes can be seen from a mile away; it doesn't matter how strong or high priority they are when you can't land them. Every time G&W mains figure out a new way to land kill moves (like abusing the charge time of his smashes, or using simple things like stutter stepping an Fsmash to abuse spacing) other players just adapt and make life just as hard for him again. Only way to kill with G&W is out of a huge mistake on your opponents part. Okay, he isn't the only character in this position as far as killing, but the other characters aren't the second lightest character in the game. G&W's design implies glass cannon but he simply can't be played as one.
G&W has trash techrolls, tech getups, getup attacks and ledge attacks. Even with the speedup of techs G&W still feels like he is teching ungodly slow. With G&W you can basically wait to see which direction he is going to tech and then punish instead of the standard predict and be rewarded. With his horrible getup options things just become worse as far as this goes. G&W can't take punishment, so being easy to punish in this aspect really hurts him.
G&W relies on initial shock value, or outright outplaying the opponent. Why do you think his tourney results have fallen so much in vBrawl? The shock value from vBrawl release is gone, people know how to fight G&W, stop his approaches, and avoid all of his kill options. In the highest level of play you can't simply outplay the opponent because we assume equal skill level here. Some characters can use stages to their advantage but in almost every circumstance the only stage that G&W shines on allowed in play is Rainbow Cruise which is easily banned by the other player (I rarely see tourneys allow Corneria or Green Greens). He is a character who is forced to approach but has surprisingly poor approach options. He dies earlier than he can effectively kill. He lacks ANY depth (the newest AT found for G&W was pretty much bucket braking forever ago...) and his matchups really hurt him despite having such a large amount of favorable matchups.
I realize that is a lot of negative things towards G&W; don't get me wrong about him though. I main G&W, love the character, and love playing him. Though I really feel that people need to really look at the character for what he is. Good, but not that good. There is no way G&W could be bad with his disjointed hitboxes and overall priority, but he isn't as good as people make him out to be. He is so predictable it isn't funny. I really don't see an issue with adding depth to the character.
People laugh at the idea of buffing G&W, but in all honesty why? It isn't like small tweaks have been given to already good characters. Giving enough endlag to allow a followup from Chef still makes it a fairly poor move. It would still be punishable if poorly spaced, would still have issues like the buffered flinging of food, would still be a poor projectile, and still nothing guaranteed about the move with the random trajectories. G&W mains are just asking for a reward for correctly using something in his arsenal.
I would even settle for the whole tradeoff thing. Something like a few more frames of startup on Dtilt for example, or maybe turn the pan spike into a bad thing for G&W to connect with. I don't truly think that is necessary, when you look at something like Falco's shine. Chef would play the same role as the shine; a situational move that isn't even guaranteed to start a combo, though serves a role as to add depth to a shallow combo game. Taking away any use for the pan spike would make it even more similar to the shine by forcing the user to really use the move correctly in order to have any sort of reward. And don't tell me G&W's combo game isn't shallow because the core of his combo game is stringing Nairs and Bairs together.
Shouldn't a consideration of Brawl+ be perfecting a characters gameplay? Balance should be the overlaying goal, though if a characters gameplay can be optimized and given depth without causing some shift in balance shouldn't it be at least tried before immediately shooting it down? I think a lot of work should be done for G&W for him to truly succeed in B+, and the best way to do that is the addition of depth to such a straightforward character. So maybe the only way to do this is through tradeoffs, which overall is fine. I would much rather have a more diverse character with more options overall than a character with single, though technically better option. On that note, I feel like the G&W players need to get together and discuss what can be done to keep his current options strong while giving him room for more diversity.
/rant.