@Sephi
So far you have ignored a lot of points people have made about the negative aspects of items? Why haven't you addressed these?
I'll sum up the anti-item argument right now in condensed format. I'd like you to try to argue each of these points with a counter-argument.
1. Items are random:
Items spawn in random places, at random times, and the item that spawns is also random. There is no way to prepare for them, there is no way to incorporate them into your strategy. They may even out in randomness in a match, but it can also favor one person or another.
2. Items create more balance issues:
Items give faster characters even more advantages in matches. Because the spawn locations are random, chances are the faster characters will be able to get to the first. Yes, sometimes you have to work to get an item, and sometimes you can use an item as bait, but the fact remains that a lot of times items are practically given to you via their location and the situation, and the fast characters have a better chance at nabbing them overall.
3. Items promote camping:
Because items, even the legal ones when items were used in melee, were very powerful, camping and being overly defensive is an incredibly viable option. One could simply turtle, wait for an item, and use it against his opponent. Typically the people employing these strategies would play a fast character, see example 2 for balance problems, and would rely on items a great deal in the match. That's not to say the people using these strategies are bad players. I don't want anyone to insinuate that using this tactic makes you a n00b, cause if a REALLY GOOD player abused this situation then it would be devastating. This of course is the point, it's a strategy that would dominate every other strategy. It would polarize character use and it would make the game devolve into abusing and relying on items. This would be bad.
So yeah, continue to argue for items, but I would like you to address the points.