I for one think that competitive play for the game should just be based on whatever "For Glory" mode allows. It'll allow one to better practice for tournaments because competitive play will match what we can do on our own online. It just makes more sense.
Custom moves are nice and all, but it'd be much more practical in the long run to just emulate the 2 stocks, FD mode, no custom move setup of Glory Mode.
Edit: You "could" vouch for longer matches with more stocks, but for expanding the scene, what's better?
1) "If you wanna practice, just hit up For Glory mode until next week before that tourney starts. We can play a few sessions too next time I see you."
or
2) "If you wanna practice, you could sort of do stuff in For Glory mode, but the tourney's gonna have different stages and more stocks and custom moves, so lemme round up a group and we can meet at X:XX on Xday and Xday before the tourney starts so we can play with their rules a bit."
"Yea...so A, B, and F couldn't make it...looks like it's you, me, and E! :D :D :D"
For simplicity's sake, I vouch for the Glory rules. >_>
You cannot sacrifice competitive merit for mass appeal in order to grow a scene. The reverse always happens. It kills the scene.
Before I was a smasher, I was heavily into the Halo scene.
I am going to tell you a story of when the competitive Halo community tried something like this. When Halo Reach came out, the tournament organizers said that we should modify the mechanics as little as possible from default to attract new people. At that point in time, Halo 3 had been MLG's flagship title. A 256 team bracket would be sold out in hours of the tickets going on sale. Not weeks. Not days. Hours.
Halo reach hits, and there are a lot of ****ty mechanics. The most talked about one was sprint, which made the game play nothing like Halo 3 did and destroyed most of the elements Halo players liked about the game.
MLG asked pros whether to keep sprint to attract casuals, or remove sprint to stay to the original formula.
The pros voted in favor of removing sprint. MLG decided to veto their decision and keep sprint despite the fact that all the competitive players hated it. They said that because it is closer to default settings, more people would come in and watch the streams. They thought it would grow halo.
Fast forward about 6 months, and Halo events dropped off in popularity stupidly quick. Starcraft replaced it at the center stage. We no longer sold out 256 team brackets. In fact by the time MLG orlando rolled around, we couldn't even break 50 teams with over a month of the tickets being on sale. Halo was dead because halo reach sucked, and everybody in the competitive scene said that sprint was one of the main reasons (the other being bloom).
MLG then dropped Halo. They dropped the series that birthed their entire business. The flagship title that made MLG huge. The title that, had it not been so popular, melee would not have had it's time on the pro circuit because there would be no pro circuit.
The next year, MLG decided to run one last Halo even at columbus in 2011. Columbus events were always the biggest, and the developers of Halo released a patch that nullified bloom. MLG finally decided to remove sprint from the game for these settings and play the event as the Halo community wanted it.
After Orlando 2010's <50 teams, Columbus 2011 garnered about 180 teams because they made the game play more like previous games. That was the last hurrah. Halo has tried to run smaller tournaments over time with companies like AGL, but anybody with a brain can tell that Halo is dead. Halo 4 didn't even have the option to turn off sprint.
I am going to tell you from first hand experience that if you want to kill smash as fast as possible, then try to sacrifice competitive gameplay for broad appeal.