Ok, now where to begin...
Prepare for ignorance on stilts.
1. You are suggesting that more random luck and discrepancies be added.
This had nothing to do with what I said. It's not luck because if you can't dodge them, it's not the game's fault it's yours. Competitive Smash is built on the fact that these players want easy wins rather then to cope.
I would sincerely hope the competitive community would not consider the opinions of players of other competitive games or the casual smash community. Neither have any place when making decisions regarding the competitive Smash environment.
OK. Just remember that no one cares about the competitive community. Sakurai will still base the game around items, 4 players and lots of stages. Basically, it's adapt or hope that SSB4 doesn't kill all of this.
The reason this is "Baby's first competitive fighting game" is because it moves a quarter of a snail's pace, due to utter lack of combos or possible follow ups, far too effective recoveries, and the prevalence and ease of camping.
Compared to SF4, it moves pretty fast. There are faster fighting games and slower ones. It's Baby's first fighting game because all you guys do is whine and turn off things you all can't use. I've been able to stomp competitive players with items almost all the time because they don't know what they heck they are doing.
Using items is skillful, but totally in the wrong direction of a healthy fighting game. It entirely homogenizes the characters, and makes them "equal" in that they are all the same. It is not always skillful, however. Randomness does not mesh with competitive spirit. Imagine if you were in a tournament match and you randomly trip, and you get 9 Hammer'd by a G&W because of it, dying at 30%. That **** is standard issue when you play with items. Sometimes you will just die spontaneously due to RNG.
None of those arguments are relevant.
1)Items do not Homogenize the characters. All characters have unique swings and unique properties already. The only thing that is similar is how far they throw. Heck, you've talked a lot about Glide Tossing, which proves how different they are.
2)Tripping already exist, so there is already a luck factor. Also, your ignorance shows as the scenario could not exist without someone not getting up. You would never run at a hammer. No one is that dumb. Your best option is to dodge, fire projectiles, or shield grab them. Given, it can still happen if you are running away, but you have two other options to do, so you'll be taking a risk, which does mesh with competitive spirit.
3)All of what you are saying is theoretic as it has never been truly tested. It has only been done in a controlled environment with a few people.
Bull****. It's commonly known that due to his glide toss, MK is already one of the best characters in this game with items. It doesn't matter if his FS is mediocre because with his multiple jumps and his multi-hit attacks, and the fact that he has about 100 different options at any given time to make you GTFO, he will usually get the Smash Ball. At which point he will mock you by using it on air then killing you legitimately.
Wow, you don't know anything about items
First, Glide Tossing isn't that amazing. You are just rolling while throwing an item, one that can still be reflected, blocked or dodged. If you roll back, you're only less likely to get reflectored in the face. If you roll forward, it wont matter as your more likely to get hit by the reflection. You probably won't get the change or be close enough to put pressure on your foe. It was not done at Evo and I've never seen it online despite playing good Meta-Knights. So why is it so amazing?
Also, if you just throw you battering items rather then use them, you suck. Every battering item is better used to attack with then to toss. Tossing is for quick kills or for a needed projectile, but even that is a risk as may lose your item that gives you an advantage. Again, you see the play has a choice and risk to the choices.
Also, seeing as Glide Toss has never been done in tournaments, you can't say he's the best with them. You don;t even know anything about items so you are likely wrong.
Players of other competitive games don't hate Smash because we turn **** off. They hate it because their games have combos and are fast paced and actually interesting to watch. Melee turned off half their stages and all the items, and it is highly respected in the gaming community.
You're wrong on everything
1)Yes, you were hated because you turned everything off. I actually know Street Fighter players and have talked to them.
2)"interesting to watch" is by preference. I actually think Competitive Smash is boring compared to other fighting games.
3)Competitive Melee wasn't respected. It was still very niche compared to most other competitive communities. It's not respected when the game's own fan base hates their competitive community. It only shows it's failures.
The competitive community doesn't give a rat's *** about how you play in your free time, or with friends. They care that when two people compete in a tournament set, that the best player will be the one who will win. People whine too much about tournament rules, then don't play with them.
The fact that competitive Poker exist, a game of luck, means your point makes no sense. It's not the nature of competitive games, competitive players or competitiveness in general, it's just you.
Now you're just being stupid. If you can't see why it's a bad thing that you stop playing Smash to play "Chase after the shiny OHKO ball!" then I can't help you. If you want to play a game to chase after a bunch of colorful stuff ftw, play Katamari Damacy.
How is it a OHKO?
1)You can dodge them. Obviously you can't.
2)Not all of them are very powerful. Only the landmasters and Super Sonic are really bad, but is still dodgeable.
3)You have to break the Smash Ball to get it. It takes skill to get it.
Your post is not fact, but personal bias.
Now, let's finish with the wise words of Sam Walton
Never get so set in your ways, you cannot change