Ok, so it looks like again, you didn't read the whole post, seeing as how you didn't respond to the whole post. It's ok, I'll play it your way. Lets take this statement you made:
Adding more challenges and decisions isn't going to improve the game. These decisions have to add meaning without detracting away from another.
Ok so you're saying that DI would be good if it added meaning without detracting from another. Perhaps if you read my previous post, you'd have noticed that I addressed this point already. You couldn't have missed it, because I bolded the most important part of the post read so that you'd have to see it.
No player should be punished so harshly for something that was largely out of their control, I. E. ignorance, or in this case, an inability to accurately assess and predict every event in a fast paced environment (and this is why Marvel's so bad). DI is good because it gives some forgiveness for natural human error. I don't care how good you are, you are not going to always avoid getting grabbed when you're already dealing with Fox nair-shining on your sheild.
Don't pretend like I didn't address this already, I made it clear for you to see ahead of time.
Every player has a natural inability to play perfectly because nobody can have absolute certainty of what will happen next in a match. That's why these things you call "mistakes" aren't really mistakes. You cannot anticipate my actions if you have no knowledge of what I'm going to do and when I'm going to do it. Let me give you a very simple example. If I make my char run directly at you, do you know 100% what I'm going to do? Hell no. I could jump and attack, i could dash attack, I could grab, I could rollaway or behind you, I could stop and sheild, I could stop and spot dodge, I could stop and airdodge away, I could jump and try to airdodge behind you, I could jump away, or i could run up and taunt in your face.
You are not in control of what your opponent does because you do not know what your opponent will do. Consequently, you are only in control of your opponent insofar as you know what your opponent will do. Therefore, if it just so happens that you expect me to attack, and you react with a sheild, but I grab instead, that is not a mistake on your part, because you literally had no control over the situation. That is the true guessing game in smash (and remember, you said you don't like guessing games, so you should have a big problem with this.) My point, as I have stated already, is that no player should be "punished" so harshly for something that is so largely out of their control. Lemme rephrase that statement, because I said it in your language, the one that reads smash as a game of errors and rewards. Here's how that statment reads out in how I understand smash: No player should be punished by disadvantages that are brought about by chance.
That's why DI is meaningful, because being overly punished for chance occurrences devalues the gameplay experience (E.G. Smash 64 and Marvel.) Furthermore, addind DI does not detract from the meaning of landing a hit, because, as I have just demonstrated, landing a hit is very often not a result of an outplay, but a result of guesswork and ignorance.
Thanks for making me say the same thing all over again.