What do you want sources on? Frankly the post was an overindulgence of time on my part (I need to get back to work), but here's directions to point in:
- SSBW has VOD numbers.
- Most of the Brawl numbers comes from being a player of that era; the higher level stuff you could confirm by digging into top 64s of results on the wiki. Ditto for Melee. I recalled vaguely specific numbers because I tracked them for some discussions in David Sirlin's community.
- Source Gaming has documented almost all translated columns and interviews from Sakurai concerning Smash's development.
- Data on other fighting games (and other genres) mostly comes from hanging out in those communities and talking to interesting people at GDC. Riot is notoriously talkative/open on both forums and in-person, and really this is common in the west for most companies. (Maybe not Blizzard)
- Board games being more balanced is anecdotal but I'd bet 100:1 odds. It's just obviously self-evident, and the cause is clear too--there exist far greater interest for playtesting on both sides of the table, and audience expectations are higher.
When I said non-echoes, I meant that I was counting them as a single combined character. Or, to be more accurate, I was excluding specifically Dark Pit and Ryu from the list of underused characters. If you want to include them, or just Ryu, be my guest.
I disagress with this take. We heard similar sentiment from a small minority in 4 after Brawl, and ditto from Melee to Brawl.
I've definitely had to sit through 2008-era rants about how Pichu and Mewtwo and Roy were the paragons of uniqueness, and that the Brawl additions like Snake, Sonic, ROB, PT, and Olimar were shallow gimmick characters. Press X to doubt.
Then lots of unique traits were removed from Brawl going to 4. Beyond the transforming characters + the unique kits of Snake and ICs, we lost chaingrabs, grab releases, glide tossing, DACUS, and plenty of extreme cases of normal character tools like Falco Laser, Olimar grab, MK Shuttle Loop, double Banana, ect. I have had (a very small number of) people insist to me that these were just and good mechanics, and that the Smash 4 additions of Rosalina, Shulk, Bowser Jr, Little Mac, Mega Man, Pac-Man, ect. were shallow gimmick characters. Excuse me while I mash X.
Now we have (not to pick on you) a small number of people insisting that things like bad jumpsquats are the mark of true uniqueness, and that new additions like Inkling, Simon, and PP are shallow gimmick characters. At this point I'm not addressing your complaints directly anymore, but man, this argument is a rerun of a boring show at this point, and I struggle to take it seriously. (And my X button is worn out.)
Your complaint was more about pre-existing characters, but I still find it lacking. The inability to jump out of shield is just lame. Stamina was lame. Special-fall from random side-specials that didn't need it was lame. Kills based on BKG rage were lame. And long jumpsquats, ultimately, were lame. They were a big ball-and-chain around the viable options of characters, especially in Brawl (Snake is the exception that proves the rule) where it was more pronounced.
If you recall, this was a big debate in one of the Smash 4 topics. It had been observed the jumpsquat corrolated to tier position more than any other single character attriubute. I was cautiously skeptical against changing it, arguing that I was by default hesitant on
any change or trend towards homogonizing the cast. But this is not a sacred cow--
a unique trait that infringes upon the use of a character's other unique options is functionally equivalent to homogonization.
How unique is Kirby in Melee? Trick question, Kirby isn't in Melee. If a tree falls in the woods, but it goes 0:10 against the top tiers, good luck finding the log.
At the end of the day, there are a small number of unique traits I miss that I see no clear demand for their removal. Ganon SH dair from Brawl, or DH SH dair from 4. Some of the Arcthunder combos from 4. Certain ICs techniques. Old Squirtle turnaround animation. Rock Smash and a variety of the better customs. The previous Mechakoopa behavior. Original Wolf f-smash. Ganon's old u-smash and f-smash. I think you could make a decent argument for DACUS or gliding, even if I wouldn't agree with either. And yes, I'd put Yoshi's cool dash attack from 4 on my list.
But in every one of those cases, the additional actualization of each character's unique playstyle by simple virtue of additional robustness in a healthier environment has given us more gameplay, more expression of their uniqueness, and more application of their tools in varied settings. Brawl Ganon was obstensibly more unique than Smash Ultimate Ganon, or even his true successor who happens to be an orange cat. But this uniqueness was only on paper--in gameplay dynamics the uniqueness rarely played itself out, and in true practice Brawl Ganon barely counted as a character in the game at all. Whether in a friendly or in bracket, Ultimate Sword Ganon and Ultimate Cat Ganon are more unique just by virtue of showing up.
As stated, I am
very far on the anti-homogonizing side. But even I feel that Smash plays it very safe in this regard, with a clearly expressed preference (in gameplay and Sakurai interviews) for protecting uniqueness at all cost--even when that leaves us with things like Little Mac's side-b. It took over a decade to finally get rid of some bad traits like no-Yoshi-shield-jump or bad jumpsquats, and the patches are even more conservative.
But honestly, despite this wall-of-text-I-didn't-have-time-to-write, your head is in the right place and I wish way more people cared about opposing homogonization in game content.