i thought the shine thing was cool b/c it gives you an option during the very limited first few frames of your initial dash.
an observation after playing brawl on wifi for the first time--brawl was designed for laggy online play. certainly, most of the gameplay changes seem tailored to online: auto sweet-spotted recoveries, slower movement in general, no l canceling, buffered attack inputs, no shield stun. think about it, can you imagine trying to sweet-spot recoveries online against melee marth (esp with connection variability)? you'd get forward smashed all day. similarly, the combination of no shield stun and buffered inputs allows for more consistent shield punishment in a lagged online environment. again with a marth example. in online melee, it would be extremely difficult to properly time a shield wavedash to punish a shielded marth forward smash. you'd have to take into account the shield stun before you could wave-dash, and if you entered the controls for wd too soon you'd just roll. in brawl, you can actually input your attack any time after marth hits your shield and the buffering takes care of it for you
i sort of view these changes as necessary for an online game. [understatement] obviously, is still prefer melee in person [/understatement], but for an online version of smash bros, i guess brawl aint too bad (other than tripping wtf)