Your right about the NRC definitely needing to be implemented somehow.
I like your idea that uses a flick of the wrist to dodge. And your right, you can do that very easily and quickly. What if you extend that further?
Here's a control scheme that i think could work marvelously (mostly taken form Stimutacs):
Analague stick: Movement
A: Normal attack
B: Special attack
z1: block
z2: throw
Holding A then flicking your wrist: Weak Smash Attack (Smash attacks can now be aimed in any direction)
Flicking your wrist + A: True Smash Attack
Flicking your wrist + A (then Hold): Charging Smash Attack (even more powerful then before but takes longer to reach maximum power. Also you can alter the direction mid-smash (only after being charged for a set amount of time))
flick of the wrist upwards / up and to the right / up and to the left: jump up / up and to the right / up and to the left
flick of the wrist downwards: Dodge (which is changed to allow you to "A" attack (no smash) afterwards)
While in air, holding Block then flicking your wrist: Air Dodge
flick of the wrist left while facing right: slide/jump backwards (if a jump, you still have 2 jumps as you would normally have)
flick of the wrist right while facing right: lunge forward
Lunging forward and at anytime before landing pressing A: Jump Attack (there is a recovery time invovled)
Sprinting and Lunging forward: Dive roll
Holding Block then flicking your wrist: roll
Holding Throw and flicking your wrist: throw item
Flicking your wrist + Throw: Smash throw item (Can be charged)
Throw w/o an item: grab
While grabbing, flicking your wrist: Will throw the opponent in any direction
While grabbing in air, flicking your wrist: Will throw the opponent in any direction and will result with your charachter moving slightly in the opposite direction.
While grabbing in air, flicking the ANALOGUE STICK downwards: Dive while subdueing charachter. If the charachter isn't that weak, he/she/it can break free.
D-pad: This could be used creatively somehow.
I know your probably thinking "Why have a jump back/ lunge forward move when you already can roll?" Well, because you can not only dodge, but jump while jumping back (something you can't do while rolling). Their is no recovery time when you finally land (unlike rolling, where you have a brief moment where you can't do anything). Also, jumping back is very fast. So you can jump back and forth really fast if you time it right. However, rolling still has the ability to roll around a person. Jumping forwards or backwards doesn't allow you to jump through someone. You can, however, shove them back if the charachter is stronger or the opponent has a high percentage.
For example, an opponent is charging a smash. Before they release it you lunge into them, disrupting their charge and forcing them back. While they slide back, you can press A mid-lunge and attack them. The opponent can counter this move simply by releasing the charging smash before you hit them. However, if you were to jump Attack the opponent instead of just lunge, then the player who had the more powerful attack would deal more damage and would move less.
I see a one on one fray between masters going like this:
Ganondorf: 110%
Link: 75%
Ganons on the right, Links on the left.
Ganondorf does a super-punch. Link jumps back barely missing the punch, then jumps forwards and attacks. Ganon rolls back, charges, grabs Link, and tosses him forward. Ganon follows up with a sliding kick. Link, as soon as he touches ground from the throw, hand-springs backwards (requires perfect timing), jumps upwards and stabs downwards. Ganon is sent flying off to the left. He returns to the platform barely by hanging off the edge. He flips upwards off the edge. Link retaliates by jumping and attacking mid-air. Before he can attack though, Ganon grabs him mid-air and dives towards the ground. They crash into the ground, and Ganon flips off of Link. Link rolls to the right, and it becomes a stand-still. Link charges forward, stops short, throws his boomerang, and jump attacks forward. Link had hoped Ganon would dodge the boomerang then get hit by his jump attack, instead Ganon simply blocks and slides across the playing field as a result of the force (the block "bubbles" are gone, and are now replaced with translucent bubbles that light up at the point of contact). Link sprints towards Ganon. Ganon prepares a charge smash attack (which direction can be changed mid-smash after a set amound of time). Link sprints towards the charging Ganon, only to dive roll as Ganon releases his charging smash attack. Link, now behind Ganon, delivers a spin-attack.....
So on and so forth