There seems to be scaling on non-charged attacks, but no scaling if you juggle with a charged hit.
When the super or health field appears, my opponent has three choices: Leave it for me to get, go in and risk getting blown up for having to stand relatively still to stay inside, or stand nearby guarding to make sure I can't just waltz in.
Novice players seem to go right for it and usually get punished. People also seem to like going for throws once they see someone inside, which leaves them wide open to a counter attack.
I kinda highlighted a situation where I was cock blocked and punished for not being near the item spawn. The fact that the options I had access to dramatically changed just because I wasn't near the thing at the time is actually pretty lame and feeds into Magnet Man's points.
Not that it matters since I'm pretty sure that items will be turned off in open tournaments anyway, it's just that online ranked will be a semi blowup unless someone can establish the pattern and timing for item spawns.
That said, this game was not designed with tournaments or competitive play in mind. If I was a tournament organizer running an Arms event, I would not be happy.
Marvel had XFC and SFV still (?) has that thumbs up system for rematch (and something something 6.5 frames... actually, this game has banned stages too and I've seen dudes go back to character select twice because they got the beach stage lol), so I'm not actually sure where you keep going with this lol
Even if something is clunky, people will play it in tournament as long as the demand is high enough and that's normally all that matters.
(it seems like the tech now is to throw money around... though I'm not sure this would actually work with KOF and that game is forever dead on arrival despite the recent entry being really great :v)
Arms will probably at least reach anime side tournament status given how the Switch is set up (and the large install base and probably some degree of crossover with people playing Smash), so I'm not exactly worried about finding people to play this thing with.
Also, the movement tech in the game is very interesting and significantly more complicated than I thought it would be (I honestly thought that the options were going to be really straightforward in this area). The gimmick for 2v2 is pretty interesting too since it seems like you have to coordinate heavily with your teammate and the game surrounding throws is pretty different (you have times where you need to react to them to save your team from getting bodied).
Anyway, the game will be fine, but will probably have to deal with whatever it is that Smash players deal with when people shit on their game despite all the work they put in.