I don't think I ever said "tons of glithes" have been removed.
I said "Tons of tricks, glitches, and exploits have already been discovered that indicate this game may actually be deeper and more technical than Melee."
Big difference, esp since some of the things we've seen in Brawl so far actually ARE glitches.
As for Marth's Over B, he was used as an example, so the meat for that is fine, but your right (I think) that that is wrong (though, technically, any horizantal added recovery would help so long as you can make up whatever vertical distance is lost with your jumps/upB). I haven't played Marth in Brawl, but I had watched Marth videos and seen the players using the Over B still (though, they were early videos, probably using the move out of habit), it looked nerfed but I couldn't tell either way if it helped or was detrimental, so I went with the easiest example to get the point across. I should probably have gone with Mario's cape.
As for stale moves, that comment could be added but is mostly unnesssary, the point would remain the same either way, do what you can to make sure all your attacks are as strong as possible. I looked at Ryoko's posts on the subject for the most part. I think it works like this: the game creates a queue with your last 8 moves in it, then, it analyses that queue and degenerate the next attack you output based on the number of times it was read in the queue. So yes, technically you don't have to spam the attack repeatedly, it could do this:
smash 1
smash 2
smash 1
tilt 1
tilt 2
smash 1
tilt 1
smash 2
next move: smash 1
Smash 1 will be at x percent of its power because it was used x times in the queue (x times being the frequency of use).
I struggled between suggesting either power shielding or the faster shield dropping. I figured, considering I wanted some of these tips to help with the gamestop tournament, that shield dropping would be more important as it is easier to perform (though power shielding is easier in Brawl). Problem of having both those tips is that it brought the total to 9, and if I had 9 then I would have to have 10, making the article much longer (its already to long).
Also, its pointless to tell them to "save the jump". Once you Up B, you lose all your jumps unless you make it back to the stage. The act of jumping when below the stage, from the right position, forces the edge hogger to leave his position. I would rather they learn the concept of "use your jumps before you up B" then just "up b when your close to the stage, otherwise use your jumps until you can Up B". I've spent the last few weeks teaching my gf melee and one of the mistakes she made most often at first was immediately up bing whenever she was hit off the stage (and she was playing Peach!). She wasn't the only one that had this problem either.