Alright everyone, time for this to come out about Custom moves. Now I have been pro-custom moves for a long while now, even before both games were released, I was pro-customs. But there is a lot of justification for customs to be within Super Smash Bros. for Wii U and 3DS and always turned on, and I will give you reasons to interpret and understand custom setups and how to utilize them to their fullest in Super Smash Bros. for Wii U and 3DS.
First off, I'd like to say this: Custom Moves in Super Smash Bros. for Wii U and 3DS are akin to character variations within games such as: Ultra Street Fighter IV, Mortal Kombat: Deadly Alliance, MK: Deception, MK: Armageddon and MK: X. All of these games, these fighters, amongst many others, have some sort of variation for each of their characters to use. Super Smash Bros. for Wii U and 3DS are no different from these, as all the custom moves are akin to the Character Variations within the games. The tournament rules for MK: X allow for the usage of character optimization and varying the character, as not everyone has the same taste in their style. You may see a Quan Chi with Sorcerer, Warlock or Summoner, and Erron Black with Gunslinger, Outlaw or Marksman. There's no one specific setup to suit everyone's tastes, and not everyone will devote their time to just one simple character variation whatsoever, and so, they expand to suit their needs.
A little side note is that in MK: X, the character variations swaps the characters' signature (special) moves around, but the characters' normal moves are untouched for the most part. This sounds vividly similar to a certain game we all play.
Super Smash Bros. is like this, but they utilize a different method. This includes 10 slots instead of 3, and includes the multiple ways to customize and optimize your character to the fullest extent. So you may play as a Link with the 1213 (Meteor Smasher) moveset or you may play as a Link with the 3211 (Quick Timer) moveset. The same goes with any other character you utilize, including Sheik with her 3111 (Cheap Spammer) moveset. Everyone has their own tastes as to what they want to have and utilize within the game, and everyone has a different opinion on what to use. Personally, if I used Ganondorf, I'd use his 1322 (King of Edges) moveset, because you get to utilize his Flame Chain, Dark Fists and Wizard's Dropkick.
Again, everyone has their own style and preference of play, and Super Smash Bros. is just like USFIV and MK: X in terms of character optimization. (Please note that all the names I gave the characters' movesets to are just nicknames and not official by any such means.)
Secondly is the term of balance. While yes, having Villager use a sapling that will trip you is frustrating enough, and Link using his Meteor Bombs is annoying, you can easily just dodge them or get out of their way. All custom moves are balanced out for many purposes. With Ganondorf's 1322 moveset, you lose the ability to grab your opponent since you use Flame Chain and Dark Fists, and you have no meteor in Wizard's Dropkick and it is less powerful. However, these are balanced by being able to edge-guard better, better KO prowess and recovery, and better recovery and set ups respectively. That is an example of how custom moves can be balanced out for the better. Customs also have higher risks, as with Villager using his little tripping sapling in Timber Counter might allow for the opponent to get tripped, but if Villager misplaces it, the opponent can just simply camp freely and would have to have Villager rush in on them if they know what he is doing.
Again, everything has a balance to it and custom moves can often be more balanced out than the normal special moves. Compare Ganondorf's Wizard's Dropkick to Wizard's Foot. You sacrifice pure KO power from Foot that allows Ganondorf to KO at relatively low percents, just for better recovery and the ability to avoid projectiles with the right timing. You also lose a meteor and damage, but to also compensate, you get better set ups and a more horizontal knockback angle.
Custom moves do not break the game. Characters are almost the same, with the exception of having new special moves with different properties. Now you all might have the big excuse of customs being too hard to find on the Wii U version and whatnot. However, this can easily be remedied if one decides to do one of the few processes I took into getting almost every custom move in the game:
1) Complete the Challenges
2) Smash Tour
3) Classic Mode
4) Crazy Orders (This will give you the most Custom Moves in the quickest amount of time.)
5) Transferring moves from 3DS to Wii U. (This is faster, but remember, this isn't able to help you grind up.)
Utilizing Crazy Orders has helped me garner almost every custom move in the game, and if you use Smash Tour, there are much, much higher chances to get a Crazy Orders Pass and enough gold. The best methods, rather than transferring from 3DS to Wii U, are to go to Smash Tour, get tickets (which happen occasionally), play Crazy Orders, and repeat. If there are Challenge-based Customs, make sure to do that as well. It helps a lot. (There are Challenge-based Customs, like Dire Hydrant)
If I could expand this more, I would, but I will let this open up for debate and let other people give more knowledge on custom Specials than I can ever give. I hope you understand that customs are like variations to each character and do have balances, with the former needing to be a big argument since other games, like MK: X, allow for customization and optimization without bad scrutiny. It has been almost a year now since Smash 3DS and Wii U have released, and despite it still being almost a year, we can learn a lot from the time we have for these games' lifespans.
We have ways to figure out how to deal with custom moves the same way we have ways to figure out how to deal with every other characters' moves. But these are my thoughts, what are yours? Leave a response below the OP and remember, be nice to others' opinions. Anyone's opinions, pro or anti-custom, are allowed.