Tech Romancer: I can agree with that viewpoint, I’m not a fan of banning things myself. There was discussion of banning Metaknight simply because he was too good within months of Brawl’s release, which is ridiculous since, like you and many others have said, extensive testing is required to truly know if something is fair or unbalanced. Still, some people just enjoy that particular ruleset. Some aspects of it are ridiculous, but if it’s fun then why not let them play it?
Chibi: The problem with the system direction menu comparison is that for the most part, you’re not actually changing anything pertaining to the core system when you take items out. The fundamental way that you play the game is not changed by losing items, you can still spike other characters, you can still ledgehog, the same combos still work, etc. Yea, you can argue that the people hacking Brawl to “make it more competitive” are doing the equivalent of changing the system direction menu, but they’re sort of outside the realm of this discussion. Also, if I recall correctly, the system direction menu was also a console extra, with arcade versions of 3s existing way before the ports were made, thus establishing the proper rules for the game. I’m not going to make a ridiculous argument about that, but I could.
Also, consider that when you play Prophunt or Zombie Fortress, it really isn’t TF2 at all either. In Prophunt, the way I understand it is that a team plays the Pyro, the other team plays various level props (Brooms, buckets, whatever) and hides, whereas the pyro has to look for the players hidden amongst the real props. Certainly the TF2 team doesn’t balance around this mode, but as I said they don’t actively balance against it either.
When you design a game you should go in with a vision of what you want it to be, but you shouldn’t go in with a vision that is so rigid that it actively kills one of your potential demographics, especially since as others have said, Smash is braindead simple to play on a casual level. It’s not all that different from what Ono tried to do with Street Fighter IV; he simplified the inputs and other system-based aspects of the game to make it more appealing to casuals…except although people could always play Street Fighter casually just fine, Ono didn’t completely ignore the hardcore players while doing so. Sakurai, however, did because he was too caught up in his vision of what his game should be that he forgot that the people he was making the game for could still play the game just fine the way that he wanted them to.
EDIT: Sorry for the essay guys, I’ll totally understand any tl;drs on your parts.