Well, came back and read the new posts and here are some responses:
One HUGE problem I've run into is, what are we going to call this project? I'm terrible at names. Consipiricy to Destroy Brawl We are Plotting (CtDBWaP) doesn't sound very good.
Well, while I was working on this project with my friend for a couple of months we had a name ready:
Super Smash Bros. Renaissance. Why? Renaissance means rebirth, and we thought it suited the project and sounded professional.
I do think that many of the great melee players won't be able to hang with the brawl pros because some of them are way too used to AT and have spent minimal time in mindgames and smart playing.
First, there aren't and won't be Brawl pros. Second, many, many, many semi-pro players like myself mastered the technical game, but mindgames are what separates the best. Anyone who's been to a tourney will tell you that. Brawl doesn't have a whole lot of mindgames, as it doesn't have many tools for them, and even if it did, Melee pros definitely know how to use them.
Brilliant. Why haven't all online game programmers used the "set online lag = 0" command?
No idea, monkeys programmed for them or something.
Even if this is possible, no. As i mentioned before, Brawl has finally made Heavy/Slow characters viable (or some of them at least) and L-Cancelling would HIDEOUSLY shift the balance of the game in their favor.
Sure, heavier characters got some buffs, but that's only because they were bottom-tier in Melee. They got balanced, yet the lack of l-canceling, as soon as increased hitstun is implemented, puts them right back at the bottom. You would imagine that Melee 'Dorf would have been unbalanced with l-canceling, but he wasn't. I can't really explain it, but adding it in wouldn't favor heavy characters that much; lighter ones have their share of landing lag too.
Considering how some people have been hailing it as "The New Wavedashing" and considering it the closest thing we have to advanced techniques, I'm pretty sure you'd have to back that modification up with nuclear-grade firepower.
I have absolutely no idea where the idea of calling it "The New Wavedashing" came from, it's completely backwards! It has absolutely no relation to wavedashing in terms of function, and all you need to know is how to do an up-smash. I fail to see how this is the "closest thing we have to advanced techniques" when there is no in-depth execution. It is, however, pretty pointless to remove as people would then JC them anyways, but it would just make them harder for newbies to spam while running around the stage.
Not terribly specific, and would take a LOT of codes and even MORE time to test and such, but okay...
Some characters just have some things that would be nice to fix, such as Shiek's fair, the speed increase on dairs (some of them, because it's actually a cool mechanic), and CAPTAIN FALCON.
What, as in the thing where ledge-rolling in Melee made it impossible to grab the ledge till you were done rolling? I disagree here - Edgeguarding should not be so easy as a couple of gimp moves followed by rolling onto the stage.
The more gimp options, the less time good players are going to have to spend spamming smashes out of their shield for the kill. Also, recovery is far too easy in Brawl, and has none of the sense of danger it had in Melee, with reduced gravity, buffed up-b moves, and limited edge-hogging. I do, though, see the need to keep it in, as it takes more skill to edge-hog than in Melee. It would just be nice to have more frequent gimps.
It's a good thing you saved this one for last because this right here is a huge blow to your credibility.
I don't understand how an awesome joke and jab like that can cause me to lose credibility?
2. Probably not even possible, but most characters can do without it anyway; see above
I definitely agree with your points. Many people will argue that it imbalances the game for heavy characters, but as you said they would be even worse off with increased hitstun against lighter characters and certainly need the buff.
3. I love my dashdancing, and so do a lot of people, I'm sure, but whether this is stepping the line or not... I don't know. What I do know is that it isn't a requirement for nerfing camping, although it will give people more options in making their approach
As a Falcon main in Melee, the useless dashdance in Brawl almost made me sick to play it. It was such an important mindgame and effective tool in Melee, and such a simple one, that I don't see why it shouldn't get back in. It's just great, and I don't know why developers wanted to remove it.
4. Grab range is fine, it's the throws that are the problem, if anything
I'm not sure what to do to fix the throws, but if something can be done, it would be pretty useful. I guess the grab range statement came from my Marth maining in Brawl, and the surprise at his shortened reach.
5. Relatively unimportant, as the effect is the same either way: people will do running usmashes
Absolutely true, the change is only useful if we decide to create a version that has a large skill-gap between new/bad players and experienced/great players.
7. Eh.. is this really necessary? I'm assuming you mean when rolling up. All this does is encourage gimp kills, whereas edgehogging with brawl's current physics takes far more skill, due to the precise timing. I actually like the current system better, even though I did abuse this plenty in melee, myself.
I feel about the same. I used it, as it was necessary, in Melee, and I do like the better timing required now. I just feel like there needs to be more gimp kills in Brawl, so that better players have more options.