I'm not saying that Ganondorf is one of the best characters in the game. Effective does not mean "really good."
Effective means he can manage to actually do something, if only you play him correctly. Even if he does fall on the low end of tournament viability, Ganondorf still has a certain feel and style to him that does not get completely snuffed out even against better characters.
The point is that Ganondorf was good in Melee because he conformed to the standards of what made a character good in Melee. His strengths were the strengths of the engine and gameplay which emphasized speed to a great extent. Like I said in the previous post, in Melee Ganondorf is basically pretending to be a fast character.
In Brawl, Ganondorf IS slow. He's supposed to play slow. You're not supposed to find loopholes or shortcuts around that overall lag and speed drop, you're supposed to accept it, and realize that the key is he has to bring the battle to his pace, and he has the tools to do so. With Ganondorf, your goal is not to outspeed the opponent, nor even necessarily to outpower them. Ganondorf's game plan is slowing them down and halting the momentum of their offense, to play at his pace. If you just try to short hop your way to victory like in Melee, you are going to get nowhere.
I don't want to make this into any sort of Ganondorf defense, because it certainly isn't. It's an example. All this talk might still mean he's not all that good. But that isn't the point. What I am trying to say is that the depth may be more individualized, that Brawl no matter how much you argue that it's restricted or that it lacks ADVANCED TECHNIQUES has strong distinctions between characters, stronger than Melee I would argue, despite having less extreme fall speeds.