I guess it would be best to put definitions on what I consider "true" and "artificial" skill.
For one thing, I am solely referring to technical skill. Yes, Smash is a measure of a huge variety of abilities of which tech skill is only one, but the discussion of buffering more or less revolves around tech skill so I will focus this completely on that.
"True" skill as I see it is your actual ability to perform fast movements with your fingers. The measure of your muscle memory and ability to execute it on command while under real pressure. If that's the label I am putting on it, then I should also say that every player has true skill, but each player has a different amount of it.
"Artificial" skill in this case is something that augments your "true" skill. Buffering can expand the frame window for executing certain commands by up to 10 frames. While it does have drawbacks (accidental buffering) the ease of performing what used to be frame perfect controls will outweigh the downside for those who choose to use buffering. Maybe you will accidentally Nair yourself off the stage and die, but you will also be able to use your character to their full potential because you no longer require the same dexterity needed at 0 buffer.
Technically demanding commands like waveshining become noticeably easier when you have even a frame or two of buffer. You can do things like pillaring with Falco without needing to time the jump out of shine because of hitlag; just JC the shine like you would with no hitlag and buffering will hold that input until hitlag is done and input it for you without any different timing. It's things like that, that make the game easier to play in terms of what your fingers are actually doing.
If that makes what I'm trying to say more clear