The game is different now. People are getting alot better; alot gayer. Simply telling someone to "d.i. an uthrow", or "uthrow-uair" - doesn't cut it anymore.
What if they ledge-camp you? What if they refuse to approach or combo you to death out of a single hit? What if they smash d.i. every single one of your uairs? What if when you approach they crouch-cancel your move and grab you? Do you just tell them to spam shine and hope it works out in the end?
The fact of the matter is, if you want to be really good at this game (and I mean REALLY good), you have to use your brain. I love the old-school. I love Ken, I love PC. I'm all for running in and using your instincts and thinking on the spot and keeping it simple. But then I face really, really good players. They know when you will double jump, how you will recover, how you will approach, when you will run, when you will block, how to avoid getting hit, how to combo you to death using only 2->3 hits, where you will tech (almost every single time), etc etc etc
I do not believe that its all become a huge guessing game. I also do not believe that running through scenarios in your head pertaining to your opponent and his patterns is smart. You have to be actively aware of what is going on. No, beating Falcon does not require us to consider the physics behind his moves, or to confer upon why we have to find ways around his knee. But it IS helpful when we understand more about his moves and what he can do. That, in my opinion, is the easiest way to learn to how beat him, or any other match-up you're having problems with.
This game is getting more complicated, simply because that is the nature of things. As time passes people are bound to get better, match-ups and situations are bound to get change and thus bound to get more difficult. These days, everyone + their mom understands the fundamentals. The most common problem is the plateau effect that spamming tech skill, and not thinking generates. Not being specific wouldn't move this game forward. It wouldn't move peoples' minds forward. By giving copious amounts of useful, detailed information, we can help people combat the problems they have to face that weren't around back when you and I started playing.
Even frame data comes in handy. When you're getting shield pillared and you want to escape, or you're having problems shield grabbing Sheik, Falco or Fox. I can say that Sheik's moves are almost lagless, her jab, dsmash, ftilt, dtilt and utilt are all faster than your shieldgrab. So she can hit your shield with say, nair, fair or bair - then tilt before you grab her. So we'd give frame information to show how much of a shield advantage Sheik has, to warn you not to grab. Then we'd say to treat Sheik's tilts like Fox/Falco's shine and wait for them to come out, THEN grab.
Discussing frame data = learning more about the intricate thread with which smash itself is weaved. It is obviously more beneficial to know more about this game. Even if it is random bits of extremely concentrated information.
As your smash knowledge increases: wouldn't it be logical to assume that your play-style and thought process while playing smash would develop as well? When you know more, you can do more.
tl;dr: The game of smash has expanded in terms of what we need to know. But now, focusing on certain strands of this new information is key. Crouch-cancelling: yes we know it helps. But how does it help and why? When should I use it? When shouldn't I?
Thats why I'm still here posting. New problems need new answers.