The skin portraits are the way they are because those other portraits would take far too long to make. I thought there was also something about them being made for pm originally.
Hopefully, they will find time to focus more on stuff like this in the future. I honestly wouldn't mind if all an entire patch was were bug fixes and aesthetic improvements.
I don't really understand understand this argument of them being made for P:M originally and so therefore we should back off. For one thing, P:M isn't even using the artwork. Also, considering that we're all a part of a community that loves Smash so much that we decide to mod it, that we should stop worrying so much about stepping on eachother's toes. I mean, in the end none of us really have the intellectual property rights to these things (right?).
Moving on, there are a few things that are somewhat...lackluster that I wish to bring attention to.
Mario - Will randomly not use the second jump on the up-B. I don't really know why or what conditions make this happen. Also, the lag on his fludd if you don't cancel it into anything is pretty lame. There's no reason not to cancel the move (I'm pretty sure shield is an option even), so I don't really get why he just gets tired at the end of it. Firebrand still somewhat useless imo.
Samus - I understand that the old fair had retarded levels of priority and that it was a problem, but Samus' old fair has always been a little bit awkward and not really rewarding so I hope that we can get something new for this.
Pikachu - This was a change a while back, but I find it just a little bit weird that tripping was added to Pikachu's up-B. In a game where everyone is super strong and you're supposed to win by your own strengths and not the enemy's weaknesses, it seems odd that it seems that a glaring weakness was added to this character. I guess there was some bad abuse case with up-B spam or something? Even so I feel like this is an inelegant solution in regards to the thesis of Brawl Minus (or at least what I personally interpret that to be).
Bowser - Bowser's forward smash is very vanilla and unimpressing. There's the whole cancelling thing which is somewhat interesting but the move itself still doesn't feel very rewarding or satisfying to actually land. If you look at Project M they added a fuckin explosion to it (uncharged even!). While I guess I understand that you guys are hesitant to just straight up take a design from another mod, this stands out as one of the iconic things about PM that I wish was in Brawl Minus (that and Solar Beam). If you guys don't want to just blatantly rip them off, which I guess I still understand, then I guess some other aspect that just makes it feel rewarding and satisfying to hit would do. I guess there's this danger that the move might be too safe because you don't have to commit (dodge cancel) and would be rewarded greatly, but at that point I'd rather have a rewarding and satisfying move than just a safe one. Safe doesn't really seem to fit Bowser's image anyways.
Ice Climbers - There are times where it seems that Nana refuses to teleport for no good reason. At least one of these that I think I remember is Nana getting up from a ledge while Popo cast's up-B, which results in Nana just leaving Popo to die.
Falco - I think this has been said before, but his slow wave of lasers seems to encourage "mew2king level's of gay" camping. I agree. It is really not fun to play against and doesn't really seem fun for the Falco player either. Other than this, Falco is a lackluster character in general, so I'd like to see his lasers changed and other aspects of his kit reworked or buffed. Actually, the fact whether Falco is lackluster or not is debatable. That's just my opinion. Apparently some people here think he's top tier. The important part is that the lasers, while seemingly intended to make approach opportunities, end up enabling a very campy gameplay style.
Ganondorf - I'm not sure if I like the new upTilt. It seems like a low risk low reward braindead kind of move (if you just use it for the quake) and I'm sure there's something cooler that can happen here. Project M's Ganondorf upTilt seems to be pretty cool. Gandouken spam, while manageable, is pretty silly. In my experience it forces the other player to air approach and anything that limit's the decisions of the enemy at the cost of typically nothing isn't good. That or play so close that Ganon doesn't have the time to do it at all, but that's still forcing a gameplay style onto the enemy. Additionally characters with reflectors just send it back for free so it's either moderately hard to deal with or not at all. I tend to look down on players that Gandouken spam, but it's not necessarily discouraged from a gameplay perspective. Could we get an internal cool down or something? Oh, and it says Donkey Kong on both Falco and Ganondorf's character pages on the main site. Lol.
Meta Knight - What's with the obscene lag after his new fSmash? I understand that it's powerful and that maybe you might be able to combo into it if you're good enough but damn does it leave you asking for a whopping if you miss for whatever reason. Charging it doesn't seem to be that rewarding either. Overall there seems to be little reason to use this move over faster kill moves with little endlag like dSmash.
Wolf - Why does Wolf still go into helpless state on his forward-B if he doesn't cancel it into something else? I mean that doesn't happen with Fox and there doesn't ever seem to be a reason not to cancel it. This ends up in Wolf players randomly suiciding because of a very punishing mechanical mistake, which is just never fun for any players in general. Same kind of design choice here between Wolf and Mario that I don't really understand.
Lucas - I get lots of comments about how Lucas' neutral-B feels weak now since it doesn't freeze or kill. I see that it has some obscene stun which he can follow up with say like UpSmash but I as well as the general populace still think that it should be a kill move like before. Right now, it doesn't really feel rewarding or satisfying to land (especially when compared to PK flash). Even moreso for new players who don't really recognize that they have to follow up or don't have the skill to do so.
Diddy Kong - The PopGun Malfunction is cool and pretty powerful, but still damn useless as you have to sit in one spot for a very long time. I'd like to see him being able to move while charging the gun. This way, his projectile game gets better and he can actually explode on people. I mean it's still a pretty big read and outplay to be able to do that so I think it should be fine. If other aspects of the move have to be nerfed (like killing power) then so be it but right now I don't think his neutral-B is that much worth using.
Charizard - I don't know if this is intentional or not, but Blast Burn sometimes rolls across ledges harmlessly while other times delivering a deadly edge guard. I'd like to see this normalized one way or another (personally probably towards not hitting people with their hand on the ledge).
Squirtle - Squirtle's side-B seems to be very deadly versus people who don't know the answers to it and somewhat useless against the people who do. I get that if you start it in the air it becomes much safer, but the problems above still apply. Maybe change it so that he still takes damage but can jump cancel it? That would make for an interesting chase game while still making him vulnerable. More risk, more reward.
Ike - I really like the new changes as I thought the old version of Ike was pretty toxic.
I still think that the overall design of the game is great so I'm expecting more great things to come out of you guys!