Pointing out that no acknowledgement of Divekick's depth was given here.
If your definition of 'skill ceilings' and 'technical prowess' boils down to 'too many frames', then you're looking at it in the shallowest way you possibly can. Seriously, why even bother throwing around terms like 'meta', 'skill ceiling', and 'frames' when the discussion should be purely about mechanical differences between the games being compared. If that's as deep as you are, knowing the phrase 'frame data' and the term 'metagame', then pat yourself on the back, because you're aware of 1% of ha game on the whole.. 'Frame data' and abundance of tech a good fighter does not always make.
See: Divekick, where less proves to be a lot, lot more, and in a good way.
RE: Project M is simply easier to access and play from a mechanical standpoint because it eliminates mechanical quirks such as the control stick deadzone of Melee (probably one of the bigger ones). Input functions such as the double-trigger mechanic of Project M make accessing certain techniques easier and faster than available in Melee.
If the game is 'easy', it's more than likely because it's nearly 1:1 mechanically-based on the game you're coming from, not because of the game itself (granted, there are nice mechanical cleanups performed by the PMDT).
This argument comes up every so often and always boils down to somebody whining about how PM being easier isn't bad, and some snob droning on about how poor mechanical design makes the game deeper somehow.
Bottom line is that you're both wrong, and more streamlined ways to access and utilize the same mechanics is an improvement in every other game (in whatever genre) out there on the market, and the same applies here.
Why is this not locked?