I sort of agree with you Steeler. My main concern with such a project would be a drastic changing of the game so that characters lose any semblance of what they were before, which is what I feel the fate of Brawl+ was. To be honest, I did not play with BBrawl for very long, but as far as PT goes I remember being particularly bothered by some of the Ivysaur changes because I felt that those changes did not fit in with the character's general style of play.
To me, the best way to go about this would be to look at Brawl and identify the underworking playstyle (both strengths and weaknesses) that is already present in the character, and then focus on making that viable. I.E. Ivysaur is built on a hybrid of low-risk/low-reward play (playing super campy with spacing moves like Bair, Razor Leaf, Dtilt, while ultimately doing little damage and having no kill potential) and high-risk/high-reward play (abandoning safety for the increased damage potential of Bullet Seed/Nair or the extreme kill potential of Usmash, for example) with little to no "middle ground" between these options (Fair?). The low/high model even extends to ledge play: of course, Ivysaur's only really safe options for people off-stage/on the ledge are Razor Leaf and Bair, but at the same time Ivysaur is capable of getting some extremely risky kills by tethering right above the ledge for a gimp or using Nair as an unexpected spike. As far as I'm concerned, Ivysaur is a complete character.
In theory. Of course, we all know that none of this holds up in practice and that Ivysaur has a lot of problems that keep it from being fully-functioning. The main problem as I see it is in the balance of the low/high model, especially in the "low." Ivysaur's camping is not as powerful as it should be--not only is Razor Leaf too slow and too low in priority to go even with characters like Link and Samus for camping (which I think is a reasonable expectation of a character as camp-inclined as Ivysaur), but it even loses to the projectiles of characters who are meant to be significantly less campy than it (Mario, Luigi, Lucario, etc.). Similarly, Bair (for all of its range and speed) is not effective enough as an aggravator/spacer, as too many characters do not fear its almost non-existent damage/knockback and can easily get around it. The worst offender of all is of course stamina, which inherently robs Ivysaur of any camping potential that it had left. What is meant to be low-risk/low-reward instead turns out being something more like moderate-to-high risk/no-reward.
While I support changes to internal balancing issues like the ones outlined above, I have to disagree with changes such as "no SDI against first hit of Bullet Seed" or the "push-up" from Dair. in the case of the first, I think it tempers with the high-risk/high-reward nature of the move itself, which directly goes against Ivysaur's inherent style of play. In the case of the second, I think it is both unrealistic/inconsistent with Ivysaur's style while also tampering with one of Ivysaur's natural weaknesses too much. I think in that case, it would have been better to make changes to what is essentially Ivysaur's only tool in keeping the edge clear (Razor Leaf) in doing so more effectively, and at most making Dair halt momentum to a level comparable to Lucario's Dair (so that the player regains complete control at a vertical height equal to where he uses the move, rather than Ivysaur's original post-move lag not letting it move until after losing some altitude)
Just my two cents.
P.S. I'll be starting work on reformatting this thread's first post soon.