Our new Indie Games subforum is now open for business in G&T. Go and check it out, you might land a code for a free game. If you're developing an indie game and want to post about it, follow these directions. If you don't, he'll break your legs! Hahaha! Seriously though.
Our rules have been updated and given their own forum. Go and look at them! They are nice, and there may be new ones that you didn't know about! Hooray for rules! Hooray for The System! Hooray for Conforming!
I've found that the speed-handling tradeoff with lightweights (or at least pseudo-lightweights like Peach and Daisy) is actually worth it sometimes. As much as everyone says handling is meaningless if you play well, sometimes you just need to nope out of the way of a banana or shell, and if your handling stat is crap, you're eating the spin-out. The kart that stays in motion continually is faster than the one that accelerates from a dead stop twice.
Ryu-wise, I think I know what would make a good Down-B (assuming that we go with Shoryuken for Up-B, Hadoken for neutral B, and Hurricane Kick for Side-B): the Focus Attack from Street Fighter 4. You can map the gameplay mechanics of that move almost directly into Smash terms by giving it super armor on its charge-up, letting you sacrifice health for the opportunity to continue on to your own attack.
On Roy: given that they ported Mewtwo over pretty much directly from Melee, just with touch-ups to the properties of his attacks, I think there's a solid chance that Roy will come over just as he was in Melee. And that's actually a good thing, because, if I recall correctly, Marth's had some pretty significant changes to his motions since melee (at minimum, Shield Breaker is a thrust rather than an overhand smash). In other words, if you didn't change Roy at all, he'd actually be more unique as a Fire Emblem rep.
What this has to do with 999/VLR is that both of those games were full of all kinds of cryptic bullshit that only made sense after you saw it from every angle, read through every philosophy article on Wikipedia, and read the player's guide on that particular segment... twice.
Based on my admittedly incomplete knowledge of Fire Emblem, the plot of basically all of the games goes something like this:
1) Bandits and the occasional inexplicable evil monster are terrorizing our peaceful, incorruptably pure backwoods country. Your Lord must clean up his backyard.
2) A much larger, wicked, conquest-bent nation appears and invades the peaceful, incorruptably pure backwoods country, typically because their transparently evil leader is seeking the Fire Emblem. Your Lord must defend his home and counter-invade to set things right.
3) As a direct consequence of (2), some kind of horrific evil possibly related to the random monsters observed in (1) will be unleashed. Your Lord must now save the world.
And it's looking like FE:IF basically lets you diverge from the script around the point between (1) and (2), joining the evil side and stomping those damned hippies. I suspect that, in that case, the point between (2) and (3) will involve everyone being shocked (shocked!) that Dad turned out to be evil the whole time.
Not that it's worse than just getting a paint-by-numbers Fire Emblem game, but I suspect that this won't be a "meaningful choices everywhere" kind of RPG.