I'd argue that by making it final destination you make it easier on everyone playing and it demonstrates less skill, focusing instead on "well I know what this character can do how to block it" which, once again, raises the question as to why you don't play something with huge move sets like Street Fighter or Virtua Fighter.
Actually, that makes a lot of sense. Yes, it does make it easier for the player, because it removes all distractions besides the opponent. That's where the allure lies, it demonstrates what you can do when you don't have to worry about everything else, when you can go all out on somebody without fear of a random exploding crate.
As for the moveset argument, part of the reason I prefer SSBM to other fighting games is the simplicity of the movesets. The controls are the same for each character, with slight variations depending on their fighting style. You don't have to memorize long obscure button combos of ultimate ownage (and who plays to get owned anyway?). It's not the size of the moveset, but how well you can implement it, and especially around the moves of your opponent.