You might be right, it is very early. But I still think much of the game feels "canned" compared to past Smash games, where certain attacks were designed to work very well together and some not to function well at all. It's difficult to explain what I mean. Anyone who has played Gouken in SF4 might understand what I'm talking about. He has clear barriers in his kit set up to stop him from abusing certain very strong moves he has in unintended ways, whereas most of the rest of the cast can link a variety of moves together and be far more "creative."
I feel Smash 4 has sacrificed a certain level of potential creativity in favor of a more balanced overall experience. That's not to say the meta can't evolve or that we won't find interesting things, but Smash 4 offers a fair bit less "freedom" to the player compared to Brawl. Knockback angles feel far more restricive and less general (a lot of angles in brawl were like, this hits straight up, this hits horizontally, etc Smash 4's kb angles feel often just out of reach or just barely inconvenient for a follow-up attack).
Things are set up to work in certain ways and in certain circumstances, and only those circumstances, which makes the game easier to balance and more predictable for the designers. There seems to have been a decision internally to say "okay, we're going to give players the combo game they want back, but we're going to make sure things don't get crazy by mapping out every potential string and making sure the ones we didn't account for aren't there." With a... obviously dubious degree of success, mind you.
Ultimately this gives just about every character less "teeth" because there is just less potential for abuse.
I don't think I need to say "could be wrong, very early" every time I post something, though, @
~ Gheb ~
. This is an impressions thread after all.