See, I don't think that I do have a very special mindset, I want a game that's accessible enough to be enjoyable by everyone that actually offers well balanced gameplay mechanics with that and I honestly feel like sakurai has been slacking a bit in the gameplay design in favour of designing content.
I'd love for Smash to get joint directors for this same reason, with Sakurai handling all the content and fan service, but someone else that seems a bit more interested in truly making Smash a game for all levels rather than shutting out what the original fanbase found so exciting about high-level smash gameplay, I want more of the well designed aspects that were found in 64 and melee, not Brawl with a few changes.
I'm completely alright with people disagreeing with me people like different things, but I really don't care for how outright defensive about the game people can become at times, everything that I say has a basis to it and I'll usually at least try to make sure my reasoning is in that post, if people are seeing that as too "anti-smash 4" then that's them investing too much in their hype for the game.
I mean I could maybe understand it a bit more when it was all based on pre-release footage, but now it just seems outright dismissive at times.
People act as if I don't want this game to be enjoyable or don't want to give it a chance when I just spent £90 of money that I don't have to be able to play it 3 weeks early, I wanted the game to be anything but disappointing to me.
And it's not as if I've outright dismissed it either, I'm still enjoying it at some level just because it's new, but the recent developments have made me weary of what the future of competitive smash 4 will turn out like and whether I want to be a part of it.
Ideally, this is what I'd want as well. Sakurai is really, really good with the amount of detail he puts into these games and he focuses on older characters and franchises that we would have likely never seen if someone else is directing this series (regardless of where they are now, I doubt we would have ever seen the Ice Climbers as a playable character with anyone else). However, as far as gameplay goes a lot of his design choices leave a lot to be desired. The fact that he deliberately removed the momentum you receive from running being transferred into your jumps completely blows my mind.
I've been thinking why Sakurai could be so anti-competitive and I think the reason why is that he sees the Smash competitive community as removing many, many things that he and his team spent hundreds of hours on. Imagine how barebones Melee would have felt if it only shipped with the tourney legal stages and no items. So I think Sakurai decided that instead of trying to have the casual and the competitive meet halfway, he just started axing mechanics that competitive players used to widen the skill gap and threw in For Glory mode which really only reflected how poorly he understood the competitive community.
What I would like to see in a future Smash title, and I don't see this happening, is trying to reach a middleground between casual and competitive that the competitive community could use as a tourney standard right out of the box. Basically, the standard Smash match would have everything the majority of Smash players enjoyed but with the randomness toned down heavily.
I would make two big changes to the way items work: 1) items are tiered by effectiveness and certain tiers only pop up in certain parts of the stage after a specific amount of time has passed 2) the little twinkly effect that items have when they pop in would stick around for 2-3 seconds before the item actually appears, alerting the fighters that an item would soon appear. So for example, 15 seconds into a match an item starts to warp in on the left side. An experienced player knows that 15 seconds in a low-tier item will pop in so something particularly weak like the Bunny Hood might show up. 1 minute in a bomb might appear at the certain of the stage. The effect this would achieve is people wouldn't be accidentally setting off random explosives with attacks as they would have warning and items would work in sort of an arena FPS way where the players know when a certain weapon should appear so they start heading towards that part of the stage to grab it.
The only issues with tiered items is 1) a few items will inevitably be in the wrong tier and 2) there's so many items that there still would be a randomness factor in what item from the tier will actually appear. I don't think it's feasible to make it that the several dozen items in the game all have a specific spot and time they will pop up.
Another change I'd make to make more the game competitive friendly is something everyone always suggests: multiple versions of each stage. Basically I'd make each stage (if possible) have a Battlefield, Final Destination, and No Hazard variant. In fact, I'm still hoping we get a DLC Battlefield variant option for each stage that has a Final Destination variant as that seems like a pretty obvious thing to do.
And since this post already turned into a Smash 6 game design theory post, make the game more like a modern fighting game and give everyone super meter to activate Final Smashes. You could have giant ass beam battles between Samus and Mario. Also, people could use that meter to do EX specials that have more damage, more invincibility, better recovery, etc. or use that meter for a Faultless Defense type mechanic or to give you instant, full power smashes. If there was a Final Smash meter, characters with terrible Final Smashes could just spend their meter elsewhere.