My opinion on everything:
Hitstun is largely dependent on fallspeed and other mechanics. I'll give my value of choice after explaining all the other settings I think we should use.
Fallspeed, IMO, doesn't need to be any higher than 1.15, and I currently play 1.125 and it's perfectly fine. A tad faster, you know, so you can do a few more shffl's here and there, but it doesn't cause recovery or edgeguarding problems. Being able to offstage edgeguard without dying because you fall to fast to do even a single move is rather important I think.
Dash canceling, like I said yesterday, is a must. It creates options, improves mobility, even gives some characters a whole new type of approach game. That's such a definitive bonus that I can't believe some of you are overlooking this amazing code. It'll go right alongside dash dancing as Must-haves when we get it.
Fast edges I like, but it's operation seems sporadic to me. Maybe I'm just not used to it, or it could be my tv. I'm in favor of keeping it though.
No ASL I'm still on the fence about. I like that Sheik's recovery gets brought up (or everyone else's gets brought down, rather) to par, but some just don't work too well. Diddy's recovery is potentially a nightmare. While that might work out well in the end since he seems to have gotten quite the buff from other codes, I don't like having a character singled out and forced to try to recover above the stage or die. There's no margin of error on his recovery at all. If you hit the wall, you're done. I spent nearly an hour trying to recover safely and the best I could manage was skimming right over the edge so I could hope to not get hit by someone trying to get me. Actually sweetspotting in the traditional sense of getting the rockets to run out right at the edge seems impossible outside of dumb luck to me at this point.
If we're mostly all agreed that the default buffer is too interfering, and the code is glitchy on any setting besides all or none, then that's the only option: It should be on 0. We had to get good at move timing without buffering in Melee, we can do it in Brawl. I didn't like it for about 3 hours, then yesterday it felt right as rain.
I don't see any problems so far with the sheild stun code. I also like 3/3. Good job.
I've been using my 25% stale moves code and I like it a lot. Kupo, I see you've got it in your codeset, but not in the OP. Would you consider adding it, if not as an endorsement just so people know it's there so they can try it out?
ALC is great, and while I occasionally consider MLC to be a useful feature it's nothing imperative and since it could well come down to code space I think I'd be quite fine just staying as we are.
Now, all of this taken into consideration, I'm of the opinion that hitstun should be somewhere in the neighborhood of 10-10.5%. With DI being what it is, very little hitstun would work, but I think everyone would like it more with just that little extra bit. When you take all my other settings - 1.125 fallspeed, 25% stale moves, etc. - and then factor in things like good DI then I think that 10% is probably a good value to use, or at least to start testing from.
Ok, so my current setup leaves no room for the PT codes, but I think if we can find a balance that suits all players I'm definitely for it. I'll have to do some thinking on how we can accomodate everyone, then we'll look into how possible/feasible it is.
Ok, I think that's all I got. Did I miss any points of contention?