You see, Smashchu, the problem I have with most of your arguments is that you try and make it seem like the "sides" of this debate are clear-cut and defined. I just don't think that's the case.
(I also feel that the "Brawl vs. Melee" debate is just completely muddled up now, but that's another story.)
I feel like 90% (and this is really just a very rough estimate) of the people that bought and contributed to the sales of Super Smash Bros. Brawl really have no idea what's going on and just play Smash every so often because it's Smash and it's fun to fight with Nintendo characters. These are the real "casual" players. And by "casual", I really mean "casual", and not "anti-'competitive'". As for the other 10% (again, a really rough estimate), this comprises people that frequent message boards like this one. And yes, that includes you, me, and basically everyone that talks about this subject. We're all "competitive" players. We joined these message boards to talk about our enjoyment of the game and share information about the game, which contributes to us usually just being better at the game by that virtue than the average "casual" player. Basically, if you're bothering to take part in this "debate" in general, you know something about advanced Smash, and that something (no matter how small) automatically makes you better than 90% of the people that bought Brawl.
And now my main point is that of this 10% comprised of "competitive" players, I think only about 1% (another arbitrary number) are really in favor of making the game "harder" as you like to say, for the sake of making it harder. This is something that you seem to attribute to all "competitive" players, but I really don't think it's the case. As it's been reiterated many times in this thread, "depth" does not equal "harder", and most "competitive" players do not want more "depth" to make it "harder" for casual players. Nor do they only play the game for the sake of getting better at it (or to "pride" themselves on their skills).
So to end, I'm of the opinion that 90% of people that bought Brawl do not care about this "debate" (which is why I feel that it's mostly pointless) (but also because there's no right or wrong) and are fine with the game because they are truly "casual". The real "Brawl vs. Melee" debate is mostly argued amongst the other 10%, people that are, for the most part, educated in advanced Smash and just have differing opinions on what they want in the next game. It's not some great, entire-fandom-encompassing debate. And the reason the Mario Party comparison keeps coming up is...never mind, I'll just finish by saying that there's always two sides to an argument/debate and one doesn't keep going on forever with just one side shouting about it.
Hmmm. Where to start......
I agree with a good about of what your saying. A lot of Smash fans don't care about this debate. Most of them don't browse dedicated Smash Brothers forums. You did bring up some great stuff on how we talk and discuss Smash.
I guess I'll say this. This debate, or at least what I'm trying to say, is that what people say isn't important as what they really want. Yes, a lot of people are not specifically asking for the game to be harder, but in truth, this is what they want. If ease of play was not an issue, why does it come up so often? I'm saying that they want the game to be harder because they ask for things that will, in the end, make it so. Competitive players want more options which can mean adding a lot of features that make the game harder to pick up and go (as you have to learn a lot of new things). They will also ask for things to be changed, like the game being fast. The one still comes up today. Also, why these unsung players do not contribute to the debate, they too are affected by all of this. Again, they want to just play, and the game is fast enough for them and has enough depth for them. Adding more may mean they are not interested in learning all of these new techniques and dealing with the harder gameplay. It's low hanging fruit. They don't have the desire for it, so they don't play.
I hope I've been able to understand your post. I'm trying to get more of a sense of what others are saying, but sometimes I kind of just gush.
And as an addendum, SmashChu, since I really do want to know how you truly feel about the subject, what kind of Smash player would you consider yourself?
I'm defiantly very good. I can go toe to toe with very dedicated players and tend to do well in small tournaments. I also have a strong grasp on most of the cast, the stages, and the items (I'm sure this is by asymmetric skill against some of the better players). I've thought about going into competitive Smash, but the community and how the game is played has stopped me every time.
While a lot of people here may not notice it, there is a lot of hate for Smashboard and competitive Smash. It's easier to see if you leave Smashboards and especially if you go to 4chan.
This really isn't an issue exclusive to the Dorf, it's a crippling reason why Brawl overall has a less viable cast. If you look at the majority of mid to slow attacking characters in Brawl, they suffer from lacking ideal setup and spacing tools to capitalize on their intended strengths. Also thanks to Brawl's powershielding, these heavier hitters leave the already more vulnerable attacks wide open to be cut right through. It's incredibly damaging when you consider moves like forward and down tilts that are necessary to keep quicker characters at bay now have a huge risk attached.
That is why with only a few exceptions of characters that have something to exploit, the majority of mid to heavy set characters fall on the lower half of Brawls tier list. It's also a good argument for why this next smash could use a little bigger tool belt. The less quick the character, the more they are at a disadvantage in a fighting game with an emphasis on mobility. They need better means to read, respond, and punish their more agile opponents. Melee's advanced techniques, for all their accessibility faults, did precisely that. To achieve better balence, Brawl really needed an additional something to the same effect.
Let me see if I got this right. Yours saying the problem with the heavy characters is because defending is easier (so their attacks are riskier) and their wuick moves are riskier. I don't know a lot about individual character's meta-games, so I'd love to hear more about this.
Overall though, it doesn't surprise me as Melee was the same way. At leeast this is what the tier list shows. Fox was the best and one of the fastest characters in the game. Captain Falcon, Marth, and Sheik are all high up there too as a result. Competitive Smash has always favored faster characters. To someone like me who plays the game differently, there isn't much of a balance issue. I can play the whole cast and see they all hold up pretty well. I'm still finding things out. It's just competitive Smash has a way of bottle necking the cast.
I would like to hear more about this problem from your perspective.
I'm not talking about preference here. I'm talking about the high likelyhood of a Smash fan playing Brawl and walking away with something to be crtical of. For all that we disagree on with Brawl, the blatant pitfalls like tripping, MK's dominance, or the failed goal to improve the overall balance are things we largely agree on. Yes, Brawl sold a good amount, but given commonly conflicted opinions on the game, it's clearly not infallible.
I still say it's the outlook. Besides tripping (which most everyone hates), there isn't a lot players have to be critical of. It's a different perspective. I think it's just the idea that competitive Smash see Brawl as an inferior game and that bleeds into everything else. I can say that outside of competitive Smash that the balance is better than Melee and Meta-Knight is good at best. I can go more into it though. Again, it's just how we see things.