More movement options make the game more complex, because now there's more unpredictablity.
A correction, SSB is the series that's supposed to be simple. Every game thus far has had significant glitches that could be used and abused. I'm not necessarily talking to you when I say this, but SSB is still fun without these unnecessary 'techs.' Less landing lag is something I'm not against, because it changes the casual side as much as more lag.
So Snaking can be cut just because it makes a bigger difference? How much of a change is too much? I think any change can be considered too much. And how is MK supposed to appeal to those that liked it? It doesn't, because they're not the intended audience. If a glitch is discovered in a game that attracts an unintended audience, should it be kept?
Multiple options for approaching? You're wanting things to be more complex then they need to be. And most people prefer to have the game focused on the intended gameplay, not secret 'techniques.'
I kinda feel like you ignored huge portions of my posts, but I suppose that's okay.
As I said before (and I listed these!), these mechanics people want back were put in on purpose -- they weren't glitches at all.
Granted, there are some I'm not so sure about (DACUS, b-reversals, etc), but they weren't game-breaking in the least bit.
The only true glitch that even came close to Snaking was Metaknight's ICG, which is banned from tournaments anyway.
You say that you think any change is too much -- why then are you fine with the continual limitation of players' options?
As for the intended audience, Mario Kart and Super Smash Brothers don't bring people in with glitches.
I have no idea how you could have such a warped perspective, but people enjoy games for the gameplay -- glitches don't reel people in.
On the very likely chance I misinterpreted that, lemme also say this:
People who snaked also play MK8.
They may not be the intended audience, but they still play MK8 because they like the game, much like a lot of the people here.
However, that's not the focus of this post.
Yes, I would like multiple options for approaching.
You know, like the options SSB had in the iterations past (is RAR even that bad?).
It appears that -you- want Smash to be something it can never be due to all the mechanics I listed in my last post.
These mechanics (DI, knockback scaling, powershielding, ledge canceling, and more) are part of the intended gameplay because they were implemented by the people making this game and I'm pretty dang sure Sakurai himself gave them the green light, else these would've been removed long ago.
And you know what?
The game is still fun with these mechanics, and truth be told, these are part of what differentiates Smash from other fighting games as I've mentioned before.
For your next post, I challenge you to give me a solid reason why these basic mechanics implemented by Sakurai are bad.
No, not really. This depth makes playing at higher levels more complicated.
What
It's almost as if people have to work to be good nowadays
All of this has been addressed before, but I guess I'll say it again.
You take out the techs and, basically, you get Brawl -- the casual player still gets stomped, but like Ulevo said, it just takes longer because you've stripped the game of pace and the (optional) ability to further mix up your movement/offensive options.
Edit: I'm not even proud of this post.
It just looks ugly without sources, but I'm tired of typing out all of the examples when they've been brought up by other users as well as myself on numerous occasions.