You're right, because it wasn't greater.
Online Matches
Online spectate
Sub Space Emissary
2 Player Subspace
Greater Roster
Stage Building
Stickers, More Trophies
New Mini games
New and improved challenges
Better score
More Stages
3 ways to control characters
Text Taunts
Ike
Meta Knight
Snake
Diddy Kong
R.O.B.
Wario
Olimar
Lucario
Not Sonic
Pokemon Trainer
Wolf
Toon Link
King DeDeDe
Lucas
ZSS
Assist Trophies
More Pokemon
More, More.
I should have been more careful with my words, I meant to ask what makes Brawl
a better fighting game than Melee.
Look at it from the competitive standpoint (both in friendlies and tournament level), many of those things aren't even relevant:
Online Matches lag being location dependant & unpredictable
Online spectate useful albeit rarely used, and unused outside of tourney level
Sub Space Emissary singleplayer aspect adding nothing to gameplay (aside from unlocking characters)
2 Player Subspace secondary to FFA/Teams and not 4P
Greater Roster - I'll accept this one, albeit it's subjective to which new characters added interesting balance to the game's matchups and mechanics
Stage Building barebones, rarely in friendies and unused in tourneys/serious play
Stickers, More Trophies extra collectibles adding nothing to gameplay
New Mini games same as above, no gameplay effect
New and improved challenges albeit fun, similar to SSE's singleplayer limitation
Better score - music is nice (although it adds nothing to the gameplay)
More Stages - a plus in friendlies and at tourney level cuz of the added tourney-legal starters/counterpicks adding variety
3 ways to control characters - useful although majority of yourney level players use GCNpads
Text Taunts fun, yet no gameplay addition
Ike
Meta Knight
Snake
Diddy Kong
R.O.B.
Wario
Olimar
Lucario
Not Sonic
Pokemon Trainer
Wolf
Toon Link
King DeDeDe
Lucas
ZSS All of the new characters are included above in "greater roster" many are unbalanced/broken in vanilla brawl, at least 3-4 are barely-decent clones, but few actaully add to the gameplay variety and matchups of the Melee veterans in a balanced way.
Assist Trophies fun in friendlies(items off in most serious play), unused in tourneys
More Pokemon fun in friendlies(items off in most serious play), unused in tourneys
Most of those things listed don't add anything to what makes Brawl a better fighting game over Melee.
My point is, there's a slew of advanced techniques and parts of the game engine/physics and individual characters that were broken, nerfed, or missing from Melee to Brawl that took away from the game at it's core when GAMEPLAY is concerned.
Why are most serious players playing Melee over Brawl at tournaments, and more recently, why are they enjoying Project M over vanilla Brawl? Because they all want brawl to be what it should have been, an enhancement to Melee's technical gameplay and depth, not a neutering of it.
EDIT: The lesson here is that SSB4 needs to get the gameplay right and lean towards Melee's more advanced and deep gameplay system over the unbalanced infinite moves and lax gameplay that Brawl breeds. If SSB4 can suceed at gameplay first, I coudl care less if it has a singleplayer, trophies, mini games, stage creation, or any other Singleplayer fluff. This is especially considering that most of the time in Smash games is spent in FFA/Teams over Singleplayer.