I see it this way. We are essentially designing the next Smash Bros game. A completely new, fresh product that advances the formula of Super Smash Brothers.
When a company designs a product, they take and expand upon the features that worked from the past games, remove the features that didn't work too well (or fix them), and streamline the gameplay and other things out (this is important).
Brawl+, no matter what we do, will never be as technical or as fast paced as melee. Never. So, instead of dwell upon the fact that the clickity clack players won't shine as brightly as the creative players, we should capitalize on this strength, and try to streamline the gameplay, similar to how Apple makes their products very easy to use, yet very efficient and versatile. An example of a step towards this simplification is the reduction of aerial lag. Much like Brawl simplified jump canceled up smashes, fox's shine, and a plethora of other things, we should do what we can to remove any completely tech based abilities (and honestly i don't think there many if any left) that have messy button inputs or unneeded complexities without compromising the underlying strategems that are present within the developed metagames of the overall smash bros franchise, so that means that things like no tripping and auto ledge snapping will have to go (and go they have).
So what does this have to do with Wavedashing?
Wavedashing is a messy button input, and is unneedingly complex. I don't care if you wavedash in your sleep. I don't care used bells and catnip to train your cat to wavedash. It's unnecessarily complex and it is in COMPLETE contrary to the whole theme of Brawl+, which is simplifying the gameplay yet keeping the intense, skillfull and fun. Fighting games usually have very simple button inputs, but it's up to you to perform them strategically. Imagine presenting a new fighting game to a huge audience of gamers, you show them all these new features, faster aerials, shield stun, combos, then on the last slide of your power point presentation, you show them the wavedash and an accompanying video to show how it is done.. They would be appalled! Booo! What the hell? Are they trying to break my fingers?? What the heck kind of button input is that? Why didn't they streamline it?
What I love about Brawl+ is that unlike melee, it's very blunt with you. It doesn't play hard to get. It spreads its legs wide open and lets you bask at all that it has to offer. You don't need to worry about any extraneous stuff; every tool that is available is present to you; it is simply up to you to make use of them. And wavedash isn't a tool that falls within this school of knowledge. It's obscure, it's grandiose, and honestly, doesn't do much of anything. If we need better spacing tools, why don't we think of a better, more effecient way of accomplishing this, then resurrecting something that was an exploit of ANOTHER game's air dodge system.
And that's my 2 cents.