Just a note, the item distribution system is based on distance instead of place, as to prevent people getting bullets when everybody is all bunched together. Once you start to get a feel for it you probably won't be complaining.
Anyways, I keep bringing up MK because it's a good example. It's solid proof that more offense isn't a good thing, and the same with techs. How much gameplay derailment is too much? Snakers and Melee players are really in the same situation, but what they're asking for has various levels of intrusion to lower levels of play. Why should we intrude at all?
For things like foxtrotting, it's really just Sakurai's decision. I'll use it if I can, but I won't complain if it's removed. We only need the basics to play SSB, and I'm fine with a game without any tech skill. KIU is a good example, considering there's only the one glitch that only effects stats and not the actual gameplay. The metagame didn't even budge with the glitch, even though it allowed otherwise impossible sets. (Magnus club with SR+3 is hilarious when used on those not in the know, but it's simply a waste of value for such a minor change.)
As I've said before with Snaking, it gives an absolute advantage to every aspect of the character involved, meaning they're able to achieve their goal faster than others who don't do it, whereas techniques in Melee just gave you advanced mobility, which may help to set up combos/KOs but the techniques themselves aren't doing the winning.
And why does this keep coming back to casual play?
Casual play is fine as-is; I do wish they'd bring back the flipper and invisibility cloak, but casuals typically aren't dead-set on winning (unless they practice the game, in which case I'm sure they wouldn't care what they'd have to learn to get better at it), so the game needs nothing more at their level.
What makes Smash great is that it LOOKS like it should be simple, but there's a lot more to it for those that choose to truly learn it, so anyone can pick it up and have a great time with it, but there's a whole different level of play beyond that.
You know, even in Brawl, I'd have people -- casuals -- ask me how to do a certain tech, and I'd show 'em.
Item dashing, zap jumping, magnet pull, QAC, all of it; people found them fun.
Not everyone is butthurt that they lost to a tech, because they didn't -- they lost to the player.
I played Project M with a bunch of people and they said that they liked the game, but the characters were hard to control because they were used to Brawl.
Not a single person complained about techs.
In fact, an Ike main thought it was the coolest thing that you can jump and walljump out of quickdraw.
The game's intention is for people to have fun.
That's why there are so many options to change the game, and that's why this extra layer of tech giving us options has existed for so long.
It's not like a mean group of competitive players is teaming up on the poor defenseless casuals; one group has one preferred method of play and the other has theirs.
The point is to have a game that's enjoyable at all levels of play, and if offense can actually equal defense this time, I'm pretty sure it'll draw in even more attention.