Well, i read all the important parts of this thread, now. I read everything with double asterisks, some without. Here is my *intelligent* opinion.
Just because Brawl is less competitive than Melee doesn't mean it couldn't ever have great tourney play later on. Wait! Don't scream! I have proof!
Something I learned in math is the law of large numbers. The law of large numbers explains that the larger a sample of random numbers is, the closer it's mean will be to its own true mean.
For example, if i spam the numpad now:
9 8 4 9
2 1 6 5 4 6 1 6 4 7 9 8 4 6 5 1 4 3 2 6 8
Now let me count it up.
The first set had an average of 7.5. The second, 4.7.
The true mean was 5 (i just used the square 1-9 of my pad).
That was extremely unscientific but that is how it actually works in practice.
Brawl does have ugly random variables in it. Especially ugly tripping. ugh. But those average out as you play more matches, or simply longer matches with more stock.
The more matches two people play, from 1, to best out of 3, to best out of 7, the odds the truly better player will win is higher. So brawl should be played as such.
In the real world, competitive games that rely on the law of large numbers are actually more popular!! Strange isn't it? But it is true.
Track is nearly immune to the rule of large numbers, completely immune actually. The best guy wins nearly every time. They can run 40 meters in a few seconds and figure who's actually the best (if the game needed law of large numbers help, they would spend longer). That's actually probably why they added the &field, so it could be a slew of short events. No one watches track. You could argue that people want to run track, but, no not really. More people try out for basketball or wish they were tall enough to than run track. Also, remember that people tend to play the games they love to watch. To be honest, gymnastics looks a heck of a lot funner than soccer to me, but, no one watches gymnastics. Bowling is an even better example, many many people enjoy bowling greatly, but they hate to watch it. And its competitive play barely makes ESPN2.
Basketball is an immensely popular sport. It relies on law of large numbers a ton. A ton. That is why the game is long, among other reasons, the game needs a longer block of time to determine who is really better. (in a blow to my own argument, there is a gray area where teams trade-off, even though one is slightly better than another. There aren't enough hours in a day.)
I know, i know that longer games are impractical. But if they are suffered, the rewards could be pretty good.
I hope at the very least my argument is enough to convince you that 3 stock was ok for you're melee matches but 4 stock would be better next time you play a brawl. At least that much. Those are guessy numbers by the way.
P.S. But if projectile camping isn't figured out/stopped, there is no hope of life.
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On a separate line of thought:
I have four hypathetical setting-based cures for Brawl:
For projectile spam-
I feel pretty confident that there is some way to make some good tourney stages that ruin projectile spam. Probably just by being clever.
For projectile spam-
If it takes more than being clever, if it takes really clever, tourneys could consider rewarding land control. I've noticed since old smash, if one player is closer than you to 3/4 of the stage, and there is any items on, you are at a disadvantage.
I know items are bad, but i think they could be a swallowable pill to get rid of projectile spam. It could be food on low, maybe even mr. saturn on low, I don't know. But with that, you could force a player to approach if he isn't controlling most of the stage.
You could also design maps that make it easy for non-ranged characters to control land.
For combos-
Maybe good use of create-a-stage could help with this. Use of walls and ceilings could reduce escape opportunities couldn't it? Although, Ukemis can be good stuff. I'm just throwing it out there.
For combos-
It is indeed harder to punish in this game. But maybe 2v2, an ignored game, often, could help. The second player can follow up lots of things. With two players combing, new technique possibilities are endless.
I'm done talking.