They do know what they want. The Gamecube controller is considered the standard by all fans.
One thing to remember is not to try and clump Smash in with other fighting games, as it moves to the beat of a different drum. The players probably wouldn't care too much for an arcade stick. Remember that Street Fighter 2 (the bases for all 2D fighters sans Smash Bros) was in the arcade, so a lot of people played with the arcade stick. It has almost become part of the series. It's also kind of to show off. An arcade stick is almost like buying a fancy car to show off. It says to others "Hey, I'm the real deal." People could play just as easily with a D-Pad or analog stick (I play Tatsunoko vs Capcom with the analog stick actually).
I must be the exception to that postulate considering that I use Wiimote+Nunchaku ever since the game came out. However, I also conceived my personal controls for it back when the Wiimote+Nunchaku was first revealed. It was hard to go back to the GC controller.
An arcade stick is more than you think. Your execution can improve exponentially with an arcade stick if you have the patience. Ask the C. Viper players and they will tell you a stick is needed in order to master her.
It might not, but I see how it could be. Smash only needs three buttons: Attack, special and shield. All others are optional, but are still used. Throw, Smash stick, jump and taunt would all be options that can be done on a standard controller. The problem is they get really spaced out on an arcade stick. It works for fighting games as you tend to move though attacks, but Smash doesn't. Jump would be too far away. How could you do your smash stick? Throw is also in an awkward position. Plus, remember that Smash fans are use to where all the buttons are. They aren't that far off on a Classic Controller either.
I expect the Gamecube controller to be Smash's arcade stick. Companies will probably sell Gamecube like controllers for a Smash game.
Funny, I would say a Jump button is a necessity. You could argue that going up on the stick would be the solution, but it can lead to accidental jumps instead of tilts. Regarding your spacing concern, it's more than likely due to me adjusting to one, but if mapped right, it shouldn't be too big of a deal.
Let me know what you think of this.
BYLZ1
AXRZ2
Your fingers are placed like this: Thumb on A with with your next three fingers on the top three. You bring down your middle and ring fingers down to X and R when necessary.
The controls would be the same, but you now have the option to perform grabs and tether attacks with A+B.
Note, these controls are set up in the event that nothing like a super meter (which we can discuss if you're willing) system (albeit Smashified) is added to the system.
Why would companies be willing to make GC controllers just for one game? I'd only expect Nintendo to do this kind of thing.
One thing to remember is that that mode is more dependent on the story. The SSE could fall back on it's gameplay (which was the goal, to expand on Melee's adventure mode). The SSE was disliked because of the story above all else. It felt like a fan fiction (NOTE: when ever you are merging multiple game worlds, it's going to always feel like a fan fiction).
Kingdom Hearts managed to do it, but this involved introducing original characters into the mix.
My idea was to make an adventure mode that had a minimal story and focused on the levels. Like, the story was Master Hand offered a challenged to anyone who could complete his challenge would be granted one wish and all the Nintendo characters go out and try to complete the challenged. One flaw I saw in the SSE was the levels revolved around the story sometime, so it made some levels feel bland or hard (because you lost that checkpoint on the second go). It's possible to do it right. People enjoyed Melee's adventure mode.
This is similar to what I had in mind, but I would have it written in a way that it fits the characters. I wouldn't expect Samus to be in this for a wish granted aside from the resurrection of her parents. I'd put something like a distress signal or something like Metroid Prime Hunters.
Sorry to pick on you so much Kuma.
Don't worry about it. Despite how frustrating these conversations can be, it's better than discussing characters for the umpteenth time.