I haven't read the entire thread yet but I've read most of it and it seems that the central argument of those opposing ATs is that it makes the skill gap between the aspiring smasher and the competitive too large that it discourages the casuals from learning the game. For the majority of cases, this is simply not true. Whether or not ATs are included in a game, there will always be a skill gap. For the smasher aspiring to get better, if there are no ATs to learn, there is no tangible way to get better. Their only option is to get beat over and over again by people with better reflexes and better spacing. Most of the time they don't even know why they are getting beat because they can't understand something as nuanced and subtle as spacing. They play game after game, practice for hours against cpus but still don't get better because CPUs don't behave like humans and thus you can't learn spacing against them.
Now, take a game like melee. The aspiring smasher gets owned, and sees a bunch of cool looking things that they don't know how to do. A quick google search about smash yields a list of a bunch of concrete ways they can improve, and in training mode no less where they don't have to suffer the discouragement of getting owned by their friends or random people online. They slowly see their skill go up, and by the time they've started implementing these techniques into their real game, they've already unknowingly mastered the meaty parts of the game, those subtle and nuanced parts that were truly the reason they were getting beat before but that they didn't yet understand - spacing, mind games, not getting flustered in matches.
Keep in mind I am talking about ASPIRING SMASHERs, not "casuals". Those who care about winning and losing. Those that want to get better. Casuals will keep doing what they did in smash 64 and melee and brawl- items on FFA, playing story mode, maybe even getting stomped by better players every now and then (which would happen regardless of ATs). But they are casuals and they don't want to get better at the game anyway, so who cares?
ATs are good for three reasons: They give more options to the competitive player, creating a deeper and more enjoyable game. They give a tangible stepping stone for which the aspiring smasher to get better without getting discouraged. And they in no way harm the casual smasher who doesn't care about being good or bad and only wants to have fun with his other casual smasher friends who will live the rest of their lives being blissfully ignorant of all the ATs.
Further, I've seen a lot of people asserting that knowing ATs will make you unbeatable against someone who didn't know them. In smash 64 at a local tournament I saw a Donkey Kong (bottom half of the tier list) win just from inpeccable grab spacing. No Short hops. No z cancelling. I've seen low techskill marths Fsmash their way to victory against foxes with decent techskill. In no way are ATs some crazy unfair advantage. In a perfect world, they provide more options and sometimes more speed. Thats it.
So that's fine. In general, ATs are good. Now, it's on Sakurai and his team to make balanced ATs - ones that make you good but not TOO good - and a balanced matchmaking system where casuals can play casuals, aspiring smashers can have access to players whose skill levels increase as their own skill levels increase, and top players can play top players.
Someone, PLEASE tell me how this doesn't satisfy everybody. I would really like to know.