Various ideas I have had pertaining to Super Smash Bros. 4, and the improvement thereof...
-Make the game two disks. Simple, yet effective, way to handle the issue of SSE sucking up space.
Disc 1: The standard game--contains classic, all-star, multi-player, online, trophies (assuming they return), stadium, etc.
Disc 2: SSE2 (or whatever the sequel is named) in its entirety. All cut-scenes are stored in this disk, unlocking characters in SSE2 does not unlock them on disk one, there would be a method (preferably through accessing the saved data in the console/memory device) to transfer boss data to disk one for stadium boss battles.
And with that, we move on to Sub-Space Emissary 2....
-On the initial play through, not all characters all playable (in fact, only about a dozen or so (assuming we have between 40-50 characters) characters ought to be playable). In particular, enemy characters would not be playable, as well as characters usually deemed "damsels in distress" (Peach, Zelda, etc), and characters who get less spotlight (Retro characters, in particular).
-Needless to saying, beating SSE2 once would allow you to play through all sub-sequential play throughs with any and all characters (so long as they are playable on Disk One).
-NPC Partner/Enemy Characters--for instance, you are playing in a Fire Emblem portion of SSE2 as Marth, with a partner in Ogma, preparing to combat The Black Knight. Marth, obviously, has his full moveset; Ogma and The Black Knight, however, though acting as playable characters, have vastly imcomplete moveset. These characters would have the essentials (standard attacks, an aerial attack or two, a grapple move, a dash move, and a recovery move) but would be lacking a moveset that would make them a true character.
-Going off of the last point, building teams. Going into the final battle, you would have (approximately) a dozen playable characters to choose from. After that, you would also have a small plethora of assist characters to build a team of 4 or 5 with (all playable characters you were not using could be assist characters as well, albeit they themselves would have more simplistic movesets).
-Utilization of actual Nintendo locales, enemies, bosses, etc. In other words, keep the original content to a minimum, at least in SSE2. Master (and Crazy) Hand would be okay, but outside of that, keep the villains to Bowser, Ganondorf, etc, the locales to Mushroom Kingdom, Hyrule, etc, and the generic enemies encountered along the way to Goombas, Octoroks, Zoomers, Waddle Dees, etc.
-Use speech/text. Outside of Link (and keep in mind, the entire point of his character is to be mute) every character has spoken at some point (yes, even Mario) so there is really no reason to actually attempt a storyline aided by speech.
Exciting. How about some characters improvements (and no, not newcomers, not yet...)
-StarFox characters.
Though Fox, Falco, and Wolf are similar (despite many claiming them to be vastly unique--whatever; if we are going to have three characters with similar builds, let us have them play a little bit more than subtly different) they all have the potential to be three extremely unique characters. How can this be accomplished? Base their movesets off their personalities...
Fox: "Shoot first, ask questions later"
Fox, moreso than Falco and Wolf, ought to base his moveset off of ranged weaponry, explosive tools, heavy firepower, etc. First and foremost, utilize a taunt to either have his Blaster permanently on hand or in its holster--his moveset would not necessarily need to change to accommodate his blaster, rather, if ranged characters were introduced (a concept I will explain momentarily) only his standard A moves would need to be modified. Regardless, his standard special would remain unaffected. His down special (Reflector) would remain the same as well. His side and up specials, however, could change to accommodate Fox's new play style (however, keeping in mind some peoples fear of large change, this may or may not even be within the realm of possibility). His side special could be grenades, different guns (such as the Homing Launcher from StarFox Assault), etc, and his up special could merely be re-animated/re-named to work with the "new Fox."
Oh, and his Final Smash would remain the same, albeit tweaked so it was actually worth using (something that ought to be done with most Final Smashes).
Falco: "Personally, I prefer the air"
Falco, moreso than Fox and Wolf, would focus on aerial combat, fancy acrobatic moves, and no weapons/technology (that is, outside of dual blasters we saw him utilize in the original SSE). His specials we need relatively no modifications--his up special could be re-animated/named to utilize lightning, as opposed to fire, to add a level of uniqueness, but other than that, seeing as Fox and Wolf would be receiving heavier modifications, Falco would need little work. His Final Smash, however, would need to be modified. An Arwing would be the most obvious remedy--how it COULD work is like a (very) large Dragoon--Falco jumps off the stage, aims, and barrels rolls into the stage.
Wolf: "Can't let you do that, StarFox"
Okay, I really could not think of a good quote for Wolf.
His play style, however, would be the most modified of all the StarFox characters. Albeit, his stance would remain the same (as well as a few key standard moves), but that would be to accommodate his new fighting style--Melee Weaponry. Permanently on hand Wolf would have an energy knife of sorts (inspired by the energy blades from Halo...and knifes, which Smash is severely lacking in) which, though not too vastly modifying his standard play style, would provide Wolf with an entirely new moveset (for the moveset). His old side smash could be tweaked and turned into a side special, his up special could have minor modifications to be turned into the Booster Pack from Assault, his down special could be the Energy Shield from Assault (which would absorb attacks, rather than reflecting them), and finally, Wolf could turn his standard special into a devastatingly fast and powerful knife strike, capable of shattering shields. As for his Final Smash, one could go with the FireBurst Pod, another item from Assault, summoning Leon and Panther (StarWolf) to attack the stage while Wolf rests, or Wolf using his own Wolfen in a style that could or could not be similar to Falco's Arwing attack.
-Samus aka Ranged Characters
Has there ever been a Metroid Game (other than Other M, which is not even out yet) where Samus has utilized Melee combat? While Other M serves to justify the punches and kicks we have yet to see Samus use outside of Smash, would it not make more sense to simply turn Samus into a ranged character? Only one change would need to be made--delete Samus' A, AA, and AAA attacks, and replace them with Power Beam shots. Holding A would charge the Power Beam, thereby freeing up the standard special slot (which could just as easily be modified to a different beam's charge shot). Furthermore, Samus' costumes could modify the standard beam--the beam would never change in power (though the size of the shots might be ever-so-slightly modified with the different beams), however--for instance, the Dark Suit could utilize the Dark Beam, Light Suit Light Beam, Fusion Suit Diffusion/Wave Beams, Gravity Suit Ice Beam, Phazon Suit Phazon Beam, and PED/Hazard Suit Plasma Beam.
That is enough for now--I will do newcomers, stages, etc, later.