The thing about that leaf is that if you don't actually improve the best characters or make others better than them you will never end up with a character better than one of them, so unless you consider some of them to be broken improving all the other characters to around their level would only lessen the gap, which is what we want, right?
I personally think the best couple characters should get some nerfs, if not in actual moves you could even just give some of them more hitstun.
Nerf the top couple characters and then buff everyone to around the level of those characters and you will end up with a game with good balanced and characters that aren't ridiculously good.
However nice of an idea that sounds like in theory, characters do not exist in a vacuum. How good a character is can be based solely upon matchups. The characters with the most good matchups against other characters with good matchups are those that are the best. Let's look at this (very simplified) example:
Take a hypothetical smash game with only five characters. Character A has a great combo game and a fairly good recovery, but can have trouble killing. Character B is very easy to gimp, but is amazing at racking damage and killing others. Character C has good kill moves and a good recovery, but mostly has to resort to hit and run and projectile camping tactics to deal damage (this character has a good zoning game), due to a poor combo game. Character D has a gimpable recovery, decent combo game, decent kill power, but is great at pressuring the foe with frame traps and a projectile. And Character E is a heavy with very good kill power, the ability to deal as much damage in a combo as the combo heavy characters, a decent recovery, and a good zoning game, but being a heavy has trouble being combo'd and getting out of pressure once caught.
I recognize that there are many more character archetypes than what I've outlined here, and also that many more factors that go into a matchup than just what I've stated, but just hang with me for a bit; this should be a good little thought experiment.
These characters are all "balanced" in a rudimentary sense. While in a vacuum, their traits seem to even out with both clear advantages and disadvantages. But what happens when you pit them against each other? Most of these matchups are probably fairly close. Every character has clearly exploitable weaknesses and defining strengths. However, what if I told you that the defining aspect of Character D - a good pressure game - allows it to at worst go even and at best soft counter every other character in the game, despite that character's flaws? In what otherwise feels like a very balanced game, there exists a character that is better than everyone else, even if only by a small margin.
And then what if I told you that there were actually six characters in this hypothetical smash game? The 6th character, Character F, has the best defense against pressure in the game, with a frame 1 invincible upB (so usable frame 2 out of shield), a frame 2 jab which combos into a frame 4 dsmash which has decent range and is invincible on the hit frame, and a frame 3 nair. This character
does not get pressured. However, this character has a somewhat gimpable recovery, is forced to camp and use hit and run tactics to deal damage (upB, dsmash, and nair all fail to combo into anything, and throws fail to combo into anything after low percents), and has only decent options for kill moves. This character loses or at best goes even against every character in the game except Character D, which it has an advantage against.
So this game now has Character D, which is above the curve, and Character F, which is below the curve. However, Character F serves as a counter to Character D despite having no other advantageous matchups. This game is now balanced. If you were to buff Character F to be able to compete better with the majority of the rest of the cast, it would become the new "Character D," and the game would once again be imbalanced. If you didn't want to have to nerf Character F, you would then have to buff one or more other characters to be able to deal with it, resulting in characters constantly becoming more powerful. The game would be balanced in the end, but it would be because every character is broken, as opposed to the original "balanced but also fair" characters that were in the game when it started.
Sometimes, even when it seems like a character isn't good enough to compete against most characters, they end up having just the right tools necessary to be able to deal with a particularly big threat, which is all they need. When working with a cast of 40 characters, this happens on a much bigger scale, and it is in fact possible to buff characters that are below the curve without putting them above the curve, however, these buffs must be handed out
very carefully, such that they target the appropriate matchups where the character needs help.
Currently, we're aiming for just getting every character to "feel" viable, to give them tools they can use that will let them compete. Once extensive matchup data becomes available, we can actually target specific matchups that we deem to be too one-sided or otherwise a hindrance to game balance. If you truly believe your character is below the curve right now, please, speak up, and we'll try to bring them into line using the tools we have available (if it is indeed deemed that they need it). But as we approach the Release Candidate process, most characters are feeling very viable as it is now, and there is only so much we plan on doing before just letting the metagame develop and waiting on matchup data.
On a lighter note...
Edit: the best target for balancing towards seems like DK. he was great out of the box and has clear weaknesses, but his strengths are greater than them. perhaps a better comparison would be to today's ganon, though. he's got obvious weaknesses but is especially strong. both of them look to be in amazing shape but have obvious flaws that don't stop them from being viable. they're so...perfect.
So in other words... we should make everyone a heavy.
Instant balance just add heavy!
=p