While we're still on the Miis, I have to wholeheartedly disagree with the argument that'd it shouldn't happen for balance reasons. I absolutely agree with the fact that it would be time consuming and difficult to balance, but the only part of actual concern (that I agree with) is the time-consuming part.
Sakurai and co. have taken the time to figure out more tedious things like
's gimmicks (they took every stage in the game into account for crying out loud,) so while it'd definitely take time, I don't think it's unfeasible.
I also don't think the Miis need to be as finely tuned balance wise as the rest of the cast. By virtue of being custom characters to begin with, the chances for broken combinations were already there and they were still willing to go along with them. The scope is smaller in its current state, but I still think adding more customization to the Miis is more focused and manageable that something like universal custom moves like they attempted in Smash 4.
That and at the end of the day, you can just bar them from Ranked Matches (or online play entirely) and the competitive community will decide for themselves on whether to legalize them for tournaments.
I'll also reiterate once again, that much like Home Run Contest or Stage Builder (which also needs an overhaul imo) I don't think you need Miis to be ready for the launch of base game, allowing for more wiggle room if needed.
The main and only argument I will agree with though, is again, the time/resources aspect. If time spent on Miis could have gone into other proper characters, then of course I'd want more actual characters. I'd much rather get a couple more newcomers or keep some vets off the chopping block over having Miis in the game.
I also want to defend the idea of more classes, particularly the "Mii Athlete" or just a plain Mii. The way Smash chose to handle Miis by putting them into loose fighter archetypes was a good call imo. Like Mario, Miis are characters you can stick into almost anything an adapt them accordingly, so the classes loosely based on existing fighters is not only fitting for Smash but also resourceful by allowing for a lot of recycling of assets. (Which is also another point I'd argue in favor of making each move customizable.)
This properly adapts Miis into fighters, but I still there's value and plenty of ways "sillier" archetypes like a "standard" Mii or Mii Athlete can work. It's not like Smash isn't a goofy game full of silly concepts to begin with and we've got plenty of "non-fighters" already, well, fighting.
Plus, if not as their own classes, the former two could exist within the Brawler class itself (adding yet another way to expand on the move set customization.)
You could give
options like:
F-Smash but change the bat to one from Wii Sports.
Tennis.
F-Smash (among a handful of other moves) to try and build a more wrestling themed character.
Covers boxing, though you could also potentially pull jab from
and speaking of, Villager could offer some goofy moves like dropping the bowling ball for Smash (a lot of F-Smash examples, but you get the idea.)
You could even recycle/repurpose some items. The Beastball could be turned into a baseball pitch neutral special (but weaker, and without the teleporting of course.)
The primary focus is still unarmed brawling, but having a few projectiles and prop moves in the vein of a beat 'em character (or fighting game depending on the move) wouldn't hurt imo.
The same then applies to
and
. There's plenty more they can pull from, both off the existing fighters and maybe some items or even AT's if they can find anything suitable.
That's not to say they can't/shouldn't have any completely new moves, but recycling what they can would be the first step.
Maybe I should make a post going in depth for each class?
tl;dr
Miis would be more interesting if customization was more in-depth, but I agree that that time is better spent elsewhere. But if they do keep coming back, then not expanding on them even a little would be disappointing. I'm conflicted.