There seems to be a few fundamental flaws with some of the thinking going on back here. I'll try to address them real quick.
TRUE COMBOS OMFG - True combos in practice mode shouldn't be the goal of this. Yeah, there should be *some* but that isn't the point. In actuality most of the best Melee combos weren't *true* combos, because someone could DI out of it, air dodge out of it, or even attack out of it to finish them earlier. If you guys put too much hit stun in, I think it would start to have a drastically negative effect on gameplay, as it would turn into pure combos all the time. If your goal is to make it more like melee, than that would be a bad thing, as it is simply the opposite extreme of how Brawl currently is.
As it stands, it seems like version 1.2 adds a decent amount of stun (maybe too much, but it doesn't look that bad). This should be enough. If things don't truly combo, it's ok. If they can airdodge out of it, and they have only one air dodge, it's ok. If you can force them into a situation, you can use it to your advantage. Hell, you can bait air dodges by setting up what appears to be a combo, and continue the combo on the ground. As long as combos are viable, it doesn't have to be perfect.
WE ARE ADDING TECH SKILL W00T- Our focus shouldn't be on making things harder. That's not the point. We are trying to expand the players option. The view that L-canceling is preferred over S-canceling simply cause it requires accurate timing is not in the best interest of the game competitively. We should base our decisions on what makes the game better, and not what adds to the amount of time you spend practicing tech skill. Judging from what I've seen with the new hacks, there should be plenty of tech heavy things for players to use after we have had some time with a polished Melee 2.0.