I think Mookie is on the right track with SS and I'll leave it up to him as far as a recommended value goes. However...
One thing that I really like about Brawl is that breaking shields is quite a viable strategy, as it's faster to destroy a shield than in melee. At the same time the shields recharge faster. I have seen some people talking about lowering the speed at which shields recover, and that would be a terrible idea. Again, we can only nerf the defensive options so much before we have a completely offensive game, and if you make it to where people are shield breaking left and right it would just be DUMB. Honestly, there isn't a need to tweak this, cause it's working fine as is.
In the entire time that Brawl has been out, I've had my shield broken once,
maybetwice in a serious match. There is no doubt in my mind that shield regen could be slightly lowered to beneficial effect. Having said that, I'll in no way be disapointed if nothing is done to regen - I think Brawl operates just fine without a shield break game, but it could definitely stand to be at least a small threat. No one said we have to go overboard with it. The fact of the matter is that even with SS in place, breaking is far from an issue. I'm even inclined to say that with SS in place, people will actually be shielding
less than in VB, so the break game will be even more non-existant. It seriously does not hurt to start messing with some lower regen rates, and since you've shown good judgment on the shield in your earlier breakdown, I'd love to see you tackle regen as well.
My sentiments exactly, which is why I advocate finding a way to speed up jumps and aerials on the way up as well as on the way down, without somehow messing with recoveries or jump height.
Didn't Almas (forgive me if I'm wrong) write a post that basically outlined the steps necessary to do this? If that was you, Almas, are you going to pick that effort back up? I'll even try to dig up that post for ya...
Try an upward gravity value less than 1, like 0.9 or 0.95. I believe a value >1 for upward gravity adds gravity on upward motion, effectively shortening your jumps. If you take it away slightly, it should slightly increase your jump height, therefore counteracting the slight gimping of the downward gravity.
Problem with that is, people are actually trying to lower short hops, not make the higher. Unless, of course, you're talking about down grav + (up grav < 1) + shorter short hop code, which would actually achieve your goal. I'm pretty sure some of you have been using this combo, no?