Personally, I’ve always thought it ridiculous to cry “random” over a loss due to an item. Items spawn at fairly regular intervals. A skilled item vet will know when to go aggro or to just control the stage. A skilled item vet will not spam attacks when an item is about to spawn. A skilled item vet will know what to do when facing an opponent with a given item.
The only truly random facet about items is “what”. The “when” is only slightly randomized (10-14 seconds on Low) and thus predictable, and the “where” is fairly predictable as well, as they spawn relatively near a player in almost every case. That “what” is the driving force on playing on a risk: do you attempt a killing blow, risking the item that spawns to be one that will be your undoing, directly or indirectly, or do you back off and maintain control of the stage to see what comes and adapt from there? Most players that I see play in an item match and bitch afterwards are having severe troubles with that adaptability. Hell, a lot of 'em intuitively IGNORE the items that spawn, allowing the other player free reign over it. Or blindly attack like mad as an item spawns in their path. That’s not “item luck”, that’s just stupidity. That goes down to the very basic concept of the “throws are cheap” scrub mentality. Why are you artificially limiting yourself? It’s like you are already biased against them and are less trying to learn and more trying to find reasons to continue your distaste for items.
I still remember Evo2k8’s Brawl tourney. It was clear who was an item player and who wasn’t. The guy that took the game seemed to be the only talented player that actually spent time learning about items. Even Ken was failing miserably regarding them, passing up items that his opponent used against him, or just plain ignorant about some of them (attacking a Final Smash ROB? Really? wtf…) But no, it was the items. Right.
Now, my argument isn’t necessarily for All-Brawl rules. There are aspects of it I like. I will be the first to admit that some items and stages may end up proving to be too powerful or distracting to make for keeping in play. But the thing is… we haven’t really spent time in a competitive scene to prove it since early Melee. And even then, looking back… I think it should have been looked at further. The original reason it was taken out was due to “wah, capsules!” and that they couldn’t be turned off. After the All-Brawl experiment, I realize that was way too kneejerk, as we were focusing on the wrong thing. Instead of focusing on the “lol random” explosions, we should have been looking into why they felt random in the first place. Melee was a very fast-paced, aggressive game. The “random” explosions were always a complaint because people were too busy frothing at the mouth towards their opponent to take a moment to consider the risk. Thus, I don’t even consider Melee’s “proof” worth anything either. Brawl’s “proof” was a joke. It was behind closed doors and done by people that were already heavily biased against items to begin with, and never disclosed their supposed “findings” that determined the fate of items in Brawl (one that took a mere matter of weeks to determine).
If I had it my way, I would insist upon AT LEAST a year of everything in. Fuck the whiners. We’d see plenty of “reasons” over the year for why to remove something or another. From there, we should be researching how to avoid all these various reasons for the removal of something before considering it. For Brawl, barring WarioWare, everything was under the control of the player to handle. Some of it may have been incredibly distracting, others may have been character dependent, but you know what? The only thing that occurs here is the skewing of the tiers. This can either be a good thing or a bad thing depending. Most of the complaints during the time of All-Brawl were researched by the SRK crew and discovered many ways of handling the problems that the complaints were about and invalidated it. This needs to occur again. And legitimately. Not half-assed like Smashboards did with Brawl, but with extreme scrutiny of maintaining everything that can be in without breaking the game.