Ideally they would place a check that makes sure you actually land before giving you back your airdodge.
I still dislike the use of either MAD or HAD. See, one of the things kupo keeps arguing is that brawl is an "air based game." I don't entirely agree with this. Rather, I would say ts was an "air based game." Brawl+ will (ideally) create a game where both the ground and air games are equal.
Right now, hitstun moderates the importance of the air game; no longer does the game go directly from ground to air with no transition in between. Hitstun creates this transition. The introduction of comboing to brawl+ essentially splits the game into three parts. 1) Pre-combo/Approach - mostly ground game. 2) Combo - whether it's ground or air doesn't really matter since they're in hitstun. 3) Post-combo/Chasing and Escape - mostly air game as the opponent tries to get away from you after they're out of hitstun.
Honestly, the only thing the game needs is slightly more options on the ground to bring the two level with each other, which roughly just translates into all we need is dashdancing to open up ground options. The MAD makes escaping after a combo harder, nerfing the airgame more than is necessary, while also placing a strong demand on the ground game due to the presence of wavedashing. Wavedashing makes ground movement too good, by giving everyone a very strong and very generic approach - specific matchups begin to lose in their importance as everyone really only needs to know one effective approach. Sure, this might end up "balancing" the game more than anything else, but we could make the game perfectly and 100% "balanced" just by removing every character in the game except MK. There's nothing wrong with giving characters more options, but different characters should be able to use these options more or less effectively than others. Wavedashing is very effective with every character, which imo is a problem.
Now, for the HAD. I'm actually worried that this will give more of an advantage to the defender in the air than the aggressor, but it might not be that bad, at least as far as air play is concerned. It still presents the problem that is wavedashing, though.