Double Helix
Smash Journeyman
When I say not every move has to be good, I didn't mean some moves should be unusable (Ganon's utilt). But I get what you mean. The main offender (that I can think of) is DK's fair. I do feel like changing Ganon's utilt was a good thing, but it could have remained bad and became usable. Fox's fair is an example of bad, Ganon's utilt was an example of unusable (though it was hype when Kage hit with it in doubles).So I almost agree with all of this post too, especially that some of the characters seem to have some bad gimmicks. Examples include Boozer as a whole, Wario's dash grab/side B (but the rest of his character seems pretty solid), and maybe some others but I'd love to hear who you think feels that way as well. Gimmicks = bad because once people learn how to avoid them, the character becomes worse. Mixups = good. Last points are obvious, but whatever; never hurts to reiterate it.
However, when you say that not every move has to be good, that seems somewhat silly. I feel every move should be good/usable in some situation. I think most Ganondorf mains will agree that they wish they had a different utilt or even Fox players saying that they would like a different fair. Of course they would have to be balanced themselves, and you can even argue that Fox can use his fair in certain situations but Ganon's utilt? Not likely.
In regards with the gimmicks, I think some of them are actually just so strong that even if they are figured out they could be hard to beat. For instance, I consider 2.5 Sonic to be a gimmick, but I guess that is me.
Another thing I don't like are some of the mechanics. Grabbing the ledge while facing the wrong way is something that probably should not happen (except maybe Ganon and Falcon because they have weird move properties anyway). Being able to do moves after doing up-B was a thing I didn't like from Brawl. I still don't like crouch cancelling. It seems like getting punished for hitting a dude is silly. As a Melee Ness main (oh my...something from the original post?!) I don't like the way the double jump cancel works. I think it should be like Melee (mostly because there is Melee, or the broken 64 one lol). In general, none of the stages seem small at all.
A quick question about 2.6. I read earlier that movement was better, but do the physics still feel forced? That was a problem for me for awhile. It felt like the physics engine was from an unfinished game (because it is unfinished, but still) and I want wavedashes to feel as smooth as they did in Melee (which were a glitch that was left in so it is surprising that they felt smooth).
There was an imbalance argument earlier. Especially in Smash, imbalance should always be something that is in the game. Unless they somehow choose a moveset without ruining the flavor of a character, the characters will probably be really unbalanced. The reason for this imbalance is because the moves focus on unique traits that each character has (or at least existed in their game if they are the only representative). I am all for balancing a cast, but it just seems really tough to do in a game like Smash without artificially boosting a characters strength (like Boozer's superarmor), or losing the flavor of the moveset without making the moves that should have lag, have lag.