While it is your personal opinion as you painstakingly made clear, Spex, my problem is your exaggeration of what I'm saying. Not everyone needs to learn, hell, I think it would make Project M rather lackluster and buggy if every single person on the team had input. Fact remains, 3, 4 or even 5 heads are better than two.
BrawlEX and the Clone Engine however, perform the same function. The result is adding more characters (or slots) that can be used for new characters or extra costumes. They are two different codesets achieving the same end through different means.
The problem with the Clone Engine as it stands is that it takes a very long time and the precision of a surgeon to edit it without causing problems, according to EY's earlier answer, and only two people know how to do that by any stretch. You're dragging your collective feet along simply because that's how you want it to be, the way you make it sound.
It doesn't matter how collectively smart the PMBR is if the trappings of your own decisions end up causing you problems that make doing the work a headache.
To clarify: I am impartial, despite the above, of whether you use the Clone Engine or BrawlEX, but the fact still remains: if you having a cumbersome code slows down your progress, then you should have other people fluent in coding look at it and let them suggest improvements. Being harder to edit doesn't make it more solid.
Nobody said our CE was cumbersome or badly coded, or took surgical precision to edit(lol) you inferred all this from EY saying only 2 people knew how it worked and it took a long time to edit, but believe me adjustments to our CE is not the bottleneck to churning out new characters faster, PSA coding, animating and balancing them to professional standards is