I think the issue that many SWF people isn't the potential of benefits, but rather the negatives associated with items. I don't many SWF people could ever admit the benefits of items migrate the negative associated with them, mainly revolving around consistency. The community has grown fond of Melee's tendency to be extremely consistent. Very, very rarely do people IN THE TOP END OF COMPETITION complain about a factor out of their control causing a loss. And those people enjoy that about Melee. You win because you are better.
Now we look at Brawl. Yes, its a different game, but almost all of the old pros have entered this game with the same mindset; the game should be as consistent as possible. Any outside factors beyond the control of the players should be avoided, thus why items as a whole, and many stages have been banned from play. It doesn't take much research to realize that consistency is skewed from items. The RANDOMNESS of items that SWF constantly complains about are automatically inconsistent.
However, SKR is of the mindset that increased strategy is a great payoff for consistency, thus, they are exploring this avenue. Its a great goal in my opinion, as it allows to expansion of Smash. Two venues is perfectly acceptable, especially when their aims are so entirely different.
Thus, this argument is going nowhere, because each party is looking for something completely different.
SWF is placing priority in Consistency.
SKR is placing priority in Strategic Depth.
Does that make sense?