I see no issue with the small list that Revven suggested, personally.
That said, like many I guess I just like to get my hands on something to get a feel for it myself and put everything in perspective before I can really related to the feedback other people are giving :3
I guess it's also worth mentioning that it's funny what players will overlook on their first impressions due to whatever mindset they go in with: In one of the earlier versions of a combat system for a board game I'm dabbling with one of the playtesters (a very experienced professional board game designer) was honestly baffled why I'd included one of the moves in the game, as it basically required both you and your opponent to not move for a turn to connect. I pointed out it's theoretical usage (which is more than you'll get from Sakurai admittedly) inspired by tactics I'd noticed in actual high-level matches of Soul Calibur, but the tester seemed unconvinced and claimed he could never see a situation coming up where he'd use it...
Two turns later he won the entire fight decisively by using the move in question, much to the amusement of all present XD
Moral of the story here is... there might be tactics we're not seeing yet just because we don't have the right line of thinking to spot them. All the same, however, I see no issue with people giving constructive feedback anyway and if they're not enjoying it then it's the task of a good designer to work out why and see if it can be/needs fixed :3
I think what a lot of people fail to understand is that the competitive minded people that went there weren't in the mindset of looking for ATs that they already know about like wavedashing and this made them forget that the game will have it's own ATs that we'll find out as we play the game, they went in with the mindset of hoping the new smash has good base mechanics, things that are necessary for the new smash to be viable.
We've had 3 smash bros. games now, we know by now what sort of mechanics sets apart smash from the rest of all the fighting games, we know what works - it's the fluidity of all the movement systems working together to make a freeform combo system that makes it hard to go back to other fighting games once you've had a taste of what proper competitive smash is like. You can't just say "It doesn't matter if there's way more landing lag, there might be something we don't know about until we play it that makes it better in other aspects", because either the ability to reduce landing lag or just reduced landing lag in general is practically the source of the entire combo game in smash.
People aren't criticising certain tactics (other than maybe the fact that currently a much better tactic is to stall and lay defensively), tactics is about how you use the mechanics available to you against the opponent, people are complaining about the base mechanics that are affecting the lack of strategies available to the player.