Yes it makes sense KIT3. However, like what Ryuker said, the reason I like this setting is that the combo ability, or more importantly, mobility of characters is increased. Although double aerials may be good, I don't think they were really effective due to Brawl's lack of movement in air. It's really difficult to follow a double aerial and connect with the second aerial attack, and greatly depends on the opponent's %.
The thing that will help with the aerial movement is the melee airdodge. This adds to the character's mobility in the air, thus improving the combo ability. Although some characters may not be able to double aerial, the 1.1 gravity setting still allows most characters to follow an aerial attack with a waveland/triangle jump to another attack(i'll have more character specific results up soon).
The proposed higher gravity settings make a lot of characters unable to follow an aerial with an airdodge, thus limiting their mobility. Although it does make the game faster paced, it is still difficult to follow aerial attacks due to the lack of limited air movement. The new crazy waveland/triangle jump in this game is what I think will greatly increase the pace, and 1.1 gravity gives that option.
i suggest to try experimenting with incorporating wavelanding/ triangle jumping more into gameplay and see how that works out for y'all. For me, it actually makes aerials, especially short hop aerials, useful in gameplay. In the meantime, i'll have some matches up soon to demonstrate what i'm tryin to say.