Is G&W a viable character? Yes. Nobody can deny that. It would be stupid to.
Let's create a situation, shall we?
Character 1 has option A in his repertoire. Option A is considered to be really good in the current metagame.
Character 2 has options B, C, and D. None of these options are felt to be better than option A.
Character 1 is able to dominate Character 2 because of option A. Option A seems to beet out B, C, and D.
Character 2 keeps loosing until he realizes option C does in fact beat out option A if timed correctly.
Character 1 having no other available options tries to use option A again.
Character 2 still beats it out with option C.
Character 1 can only try option A again knowing perfectly well option A will not work anymore.
Character 2 beats Character 1.
In comes character 3. Character 3 has options E and F.
Character 1 is still able to dominate Character 3 with option A.
Character 3, realizing that his option F is similar to Character 2's option C begins to use that against option A.
Character 1 is once again stuck with no more options, and tries option A again only to have it fail, again.
See what both Character 2 and Character 3 did? They figured out how to beat the one, though powerful, option Character 1 has.
This is the kind of situation G&W is in with vBrawl. And I'm fairly certain he is going to end up the exact same way in B+. Why? Because he hasn't changed at all. You can still punish him for the exact same things in B+ as you could in vBrawl, the difference is that he happens to be getting away with it in B+ for now. It's all the shock value of his high priority, disjointed hitboxes, and short though high damage output combos.
He can form a wall of priority and range, and that's about it. As it stands G&W is basically a one trick pony. A wall of range and priority you say? That sounds amazing, how could G&W need anything else? Well let me tell you something about fighting games then! In fighting games, tactics known as walls rely completely on the opponents ability to not get past said wall. It requires repeating the same tactic(s) over and over again in hopes that your opponent never finds a way around it. So G&W is only going to succeed for as long as you let him.
Ever play a Marth who spaces double Fairs all day? Seems pretty hard to get past doesn't it? Did you ever find a way through the wall of Fairs? The match got really easy from there didn't it? That Marth player was using a wall tactic. Chances are that said Marth player didn't know how to use Marth's other options effectively after that wall was broken, and without the wall things spiraled downhill for him.
Now lets turn the situation over to G&W. Let's say I'm playing you and spacing Bairs, DC Dtilt and Nairs the entire match. What happens to me when you figure out how to SH an aerial over my Dtilt, outspace my Nair and SDI my Bair and punish? I'm done for. I can try Fair but that's far too lagy and even easier to punish. I can try Dair, but that can be seen from a mile away and is even easier to punish. I can try Ftilt but Dtilt outshines Ftilt in every way; if you can get past Dtilt you can get past Ftilt. Utilt? Too slow and not nearly enough range (sorry G&W, looks like you aren't quite number 1 after all). Maybe I can use Chef. Random trajectories, way too much endlag and a faster paced game overall is going to make that a no. Uair? Well assuming you aren't above me that is going to be useless. How about his grab game? Good luck getting a grab in the first place, and then once you land a grab the only use for followups is Dthrow and that's all luck. Smash attacks? Pretty sure that things seen from a mile away are not quite up to par. I got it, I will use Judgement and hope for a 9! Has this really boiled down to hoping for a 9?
See what I'm getting at here? G&W has no other options once you get past his wall.
So here is my proposal. Make that wall less effective overall, while giving him an option B or C at the same time.
Let's go back to the first situation.
Character 1 now has options A, B and C. Character 2 still has his options, now called D, E and F.
Option A is no longer as powerful as before, and option E can still beat it out, perhaps have an easier time doing so. Though now Character 1 has option B to combat option E. Does Character 1 win now? Nope, because option F counters B. Turns out Option B can be beaten by option D. At the same time option A can now be used to beat option D. Options C and F can be thrown in for surprise tactics on each character, and do you know what we have now? A more interesting game, with the key word: Depth. Character 2 still has everything he needs to beat Character 1, though Character 1 isn't left with nothing to fall back on.
Why should we care about depth? It's something called fun.
This is a competitive game, but why shouldn't a video game be as fun as possible while remaining as competitive as possible? Depth will even make things more competitive so it is a win win situation here. What do you like to watch/play/play against better, vBrawl Ice Climbers just CG'ing all day or B+ Ice Climbers with their diverse desynch game? Notice how the depth makes things more fun? (sorry to infinite fans out there) Would you rather watch G&W throw out the same moves over and over again or see those moves nerfed in order to give his useless moves some action?
Is adding depth going to make G&W instantly better? Short answer, no. Long answer, no because characters will still have everything they need to get past G&W; the difference being is that the matchup becomes more exciting as you have to think on your feet to best G&W's new options. At the same time G&W isn't stuck with the same drawn out, overused tactic that we all know.
His moveset switches from having disproportionate usage to create an overall effective character; not better then the current character, just with more depth and room for different playstyles.
Remember when the WBR tried to give Sonic depth and all the vBrawl Sonic players came here and whined about how depth for Sonic would be bad because they wanted him to play only one way? They did it until the changes (Usmash spiking and setting up for what was a great tech chase game) were taken out. Is it wrong to allow a character to have multiple playstyles? Diversity is a great thing, so let's put some serious thinking into giving G&W some.
He has a few good moves that can spare some nerfs, whether through startup or endlag, damage or KB values while still holding their original use. Let's propose some tradeoffs and give his moveset some more overall use. I know we can think up some great things that still leave G&W a balanced character and no better then he is already, and I think it is worth the shot to propose it to the WBR. We just have to be organized, collective in our thoughts, and make **** sure that we are thinking every little bit of this out along the way.