Well yes, I guess I can see some people being amazed over a low-level super beating a big-level, but really what they've done in making the super the only way to kill someone is merely made it easier for casuals to win, as everyone has to do the same bloody thing. There's little variation in its delivery beyond which level you decide to do it at.
Now if they had an alternative method of victory, even a damn health bar or a hit threshold, that would help their case a lot more. I could see combos being very viable and hence more tech and hence a more exciting competitive component. Instead, all this focuses on is who builds the meter quick enough to kill (whereas every other fighting game that includes a super meter does not necessarily require it to win). Now with Smash it was all about racking up the damage percentage, but that opened up more ways to kill your opponent, and you already had moves such as down-A spikes which were clever ways of bypassing percentages.
The problem is they're shutting themselves off in a corner. These mechanics don't really encourage serious tournament-level play. I see this becoming a party game at best, but I would -LIKE- to be surprised by the developers actually thinking this through properly rather than just focusing on their roster.