I'm actually enjoying Smash 4 quite a bit here now that I have a proper controller to work with, but even with that enjoyment there are still just a few things I would love to see added in a future patch that would turn the game from "gorgeous but YMMV" to "legitimately timeless" a la Melee without ever going full hog into Melee's mold.
- Nerf air dodges so you can only do one in the air with no special fall. I'd just alter the current air dodge but with an actual consideration to its use; not sure if it should be once per time in the air or once per time in the air after being hit.
- Universal lowering of recovery lag on landing from aerials. It's much better than it was in the pre-release and 3DS phases but by being on a character by character basis instead of every character having one or two aerials that can be relied on for approaches or followups, it really just makes quite a few characters feel sluggish and glued down while others just float around doing fucking everything in that down time (seriously, try playing match ups like Marth or Shulk vs. an RTSD Mario and tell me your experience with it). Another option would be to create a means to cancel a portion of the lag when a condition is met. Since L cancelling is reviled in some circles as a Melee impurity [despite being a regularly mentioned and highlighted as a technique in supplementary material and the game manuals for 64 & Melee], I don't see another button press to cancel landing mid aerial animation being implemented despite the benefits. Instead, they could try doing a "on hit" system where attacks that makes contact with a shield or opponent recovers faster allowing for more options like poking a shield with a ranged Pit nair and dashing back/forward for the mixup or to protect space.
- Momentum conservation on jumps in the air. It's a platform (as in platformer) fighter. Who builds a platformer without the characters having forward momentum carrying them during jumps? I know Sakurai was also known for the Kirby series of platformers, but come on now. Such a simple change would fix so much of the current strangeness about going into the air or the perception of slow actions in game immediately. Also Falcon. Nuff said.
- While not as stressed as the previous three due to how much more work might be required to do this, I would like to see something to bring classic dash dancing back into the mix. When I discussed this last time in one of the Smash POTD threads, I ran into contention about how dash dancing is stupid because it looked "glitchy". While I don't know if this had any bearing on the "technique" being lost, my suggestion just for the sake of people who would be weirded out by how it looks would be for characters to have a universal KOF back hop like animation where if they flick the stick forward [to start a run] then flick it back within the early window of the run animation, the character does a short hop backwards on the ground complete with a psuedo wave land coverage of space depending on how hard the stick was flicked back. When the stick is held in the direction the hop moves in after this, they turn around mid animation and run as usual. You would still be able to do f-tilts forward or backward during the entire animation, it's just a visual que to allow the same applications of dash dances without the "jarring to casuals/non-competitive Melee players" aspect of the dash dance animation.
Would really love to hear thoughts on all this, especially the last point.