I'd like to make one thing clear: when it comes to L-canceling I can take it or leave it.
Personally, my only stock in the performed action is how it specifically adds to the (list) mechanics of a particular game. Simply put: I like what it did for Project M in increasing my awareness that certain functions available to me. Nevertheless, my thirst for new concepts and ideas that present themselves as mechanical features in NEW games allows me to cast L-cancels aside (whether I find it good or bad).
With that said, here's something I'd like people to consider: Aerials are intrinsically options.
If I were to classify L-canceling, it would be filed as a subcategory underneath Aerial attacks.
It may not be something you haven't heard already or perhaps you've even established that of your own accord, as it stands if you were to consider this as an argument you'd have to follow along the lines that I don't consider L-canceling as a class of its own, only an extension.
If I were to ask anyone here to load up a copy of 64/Melee, with all
"your reads and your overall game knowledge " and ask that the conditional aspect of your gaming experience today was to avoid all aerial based moves, save for recovery specials, how much would say the game would change? Just don't jump, easy enough right?
The first thing that comes to my mind is that you'd be playing similarly to how most new players approach the game. In my experience, each new player does just fine until they've been knocked off the edge. Their ability to interpret 'gravity' is swept away as swiftly as their patience for the game up until that point.
What results from aerials at high level play? You might say juggling, directional influence, things of that nature. In the situations that you use an aerial attack, you take from one of two mindsets: recovery or pressure. Pressure comes from reading certain opportunities in a way that promotes follow through. Recovery, well that's bit harder to define
because its so...
What I'd like to introduce to the conversation is that there's nothing inherently necessary about aerials...outside of the competitive community. That's not to say that when you play casually, everyone casts off their competitive conscience and avoids advanced techniques altogether. What I'm trying to get at here, in an unusual way, is that their is a certain risk associated with taking to the skies. It might be easy to overlook that consequence because its become so
natural to you.
You overlook that by deciding
using that one button to jump, that it was a decision out of several equally viable options. It was a maneuvering decision in the same way that rolls and spot dodges are decisions that belong to the same category. Run directly into your opponent, that's a risk, regardless of how intimidating it might seem. Since it is an option, its an aspect of game design that, ideally, has its benefits and its drawbacks
SO, all this is just a long winded approach to mention that in classifying aerials as an option, the consequence in execution includes landing lag as a risk. Ergo, L-canceling as an
extension of the option, is an aspect that is associated with that risk.
It is NOT the best thing to come down the pike, I'm saying that its an attribute that addresses a complicated, at best faulty set up. The only thing you can do is hope for ingenuity in newer systems.