Hang on a minute. What tournaments have you seen people lose to because of rage and only rage? Which players are you referring to and did they lose the championship? If you're going to make statements referencing your first-hand account, please provide evidence. Failure to provide an abundance of specific matches and players means you're making up scenarios and numbers to benefit your argument. Also, you're saying that rage only benefits the losing player? How about the winning player who's taken a stock or two and is at 100++%?? Isn't rage benefiting the winning player in that scenario, therefore affirming your statement that "the winning player deserves to win and the losing player deserves to lose"? Again, you're only focusing on one scenario in order to strengthen your argument which makes your point(s) flawed at the most fundamental level.
How exactly does the new ledge mechanic prevent punishing recoveries again? Please elaborate because I play smash 4 and I am still able to punish recoveries, granted it is not in the same fashion as melee, PM or brawl. Lastly, what is it that makes lucario noncompetitive by design again? What traits/skills are you referring to and how do they hinder his viability?
Something I want to add....
What I don't get is what Rage is such a big deal when other fighting games have mechanics in place that give a losing player a boost? Ultimate Marvel Vs Capcom 3 has X-Factor which gets stronger based on how many characters are left on a player's team, Street Fighter IV has the Revenge Meter that grants access to an Ultra Attack which grows stronger based on the amount of damage a player takes, Tekken 6 has its own Rage mechanic, The King of Fighter games have gauges(varies on the game, but they commonly grant abilities based on low health), and even much older fighting games like Fatal Fury 2 have a super move that can only be done when a player is low on health.
In other words, tons of fighting games have a mechanic that helps a losing player have a chance at making a comeback. It makes for a more exciting game, and between two skilled players makes matches far more interesting.
If the winning player is really good, they should not lose to a comeback mechanic. Let me put it this way, I should never be able to beat a serious Ultimate Marvel vs Capcom 3 player with X-Factor. A comeback mechanic like any other mechanic in a game, is another tool that lets a player turn a match around and gives them options, not an auto-win. Does rage help a losing player? Sure, but you still have to land a hit to take advantage of it.
Using X-Factor as an example player, it's a powerful tool but it can still be beaten. If an X-factor player is down to their last character and get caught in a combo, they still lose. In fact, you could make the argument that the pressure is on them, since the losing player has to make something happen before X-factor runs out.
It's the same with Rage, if a losing player triggers Rage, they still have to get a smash or KO move to take advantage of it. If they never land a good hit, and the other player never leaves themselves open, then they should not lose even if the other player has triggered Rage.
As for Lucario, I don't under stand the problem with him. Yes, he gets insane power with Aura, but he's also a glass cannon in the sense that he has to go to high damage percentages to get that kind of power. This makes him easier to KO, and he's weaker if he has the lead. So a Lucario player has to have a careful balance. Over 100% might give him insane power, but pretty much the rest of the cast can KO him easily at that percent.
Lucario is a risk, reward style character. What is the problem with that?