How about people bemoaning randomness actually dictate a mechanic that should determine some of the random things in smash. Because one thing the RNG in smash does for Peach's turnips is NOT significantly change the way she plays, outside of pullin turnips frequently. Whereas if you tie the turnip pulling mechanic to something solid and controlleable, you effectively change the way people want to play peach. So how would you do it? Do you want to make it so the longer peach stays in place, the better the turnips she pulls? That would pressure peaches to play campier. Do you want it to be tied to a "charge turnips" meter? I want to hear answers. Because the one positive of the complete RNG of peach's turnip (that also isn't a complete RNG) is that it does not significantly change the way she plays her game, outside of pulling turnips often when nothing is going on.
I like the ideas others have mentioned. Make a mechanic that seems random, but is actually controllable. I think this would work in most situations.
For Peach, I can't really think of a way atm, but the PMBR is a lot more clever than I am so I'm sure there's a way to balance it. Or you could simply remove all the "special" turnips and just have the default one. If people think that having default turnips would be too "underpowered", then they could always be tweaked in a way to compensate.
For Luigi, I like the ideas mentioned in the thread of making his side-b like Wario's waft, or by making him misfire exactly every 6 times or something. This would actually increase Luigi's skill ceiling and make his side-b a move you can rely on instead of hoping you get lucky.
For GAW, maybe it could be tied to percentages. A Game and Watch at low percent would always get 1s, while a game and watch at, say, 200% will always get 9s. I think this would create a cool mechanic and create potential for some hype comebacks, as well as creating fear in his opponents since he would become more of a threat as time goes in. In addition, it would allow GAW to create unique new combos off of side-bs that would only work under certain percents, raising his skill ceiling and adding depth to his character.
For Olimar, maybe make his Pikmin pull tied to stage position. Though this would probably be a nightmare to code. For example, in the middle of the stage (the most vulnerable spot) he would pluck out only purples, while at the sides, he would pluck out whatever the weakest one is (I don't know much about Olimar
![Frown :( :(](data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7)
). Or you could have his Pikmin always be pulled in a certain order. For example, it could go red-blue-yellow-white-purple then repeat. This would give Olimar more reliability on his moves and allow him to shuffle them using the whistle to get the right Pikmin more effectively. And it would give his opponents something to look out for, as they could also be keeping track of his Pikmin pulls, so they would need to be wary and keep the pressure on if they know a purple Pikmin is coming up.
Just some ideas.