I edited this in my earlier post, but I'll re-post here just to bump and see if others are interested. My Mario Kart friend code is 3180-4515-8408, the name attached with that is Starchild. I'll add any active CAGs for some karting fun, so please add me so we can get this party started.
I created a new license when I first got back on, so I'm slowly playing through and unlocking all the stuff I had done on my original license. I'm still unimpressed with the way the game was designed, specifically in the weapons and frequency of weapons. I'm talking here about the local Grand Prix experience, not the online experience (which I haven't played enough to criticize). The designers didn't have to make the title exclusively a "party title," they could have made it both a party title and a pure "karter" in line with SMK and MK64. I don't understand why they went directly for party play. It's a really dumb decision -- well, maybe lazy is a better way of putting it.
It's not the blue shells that bother me. I understand the need to rein in the dude in 1st who's 20 sec in front of the rest of the pack. It's all these damn POWs and Lightning Bolts. I'm still not sure why they are given out with the frequency that they are. Where is the purpose in spinning every damn kart a minimum of twice per lap? From my perspective, it's not Fun to randomly lose my weapons and start from zero twice a lap. What's Fun is racing up through the pack using basic karting, then picking up a 3-red or 3-green to pick off 3rd, 2nd, and/or 1st. Or dogging behind in 10th after a tough break, picking up an unexpected star, jamming the star, then busting my way through a shortcut and a few other racers to work my way into 3rd and be back in the race. Those kind of moves have been fun since the dawn of SMK, and I don't see why they had to be trivialized by all this other bullshit that's going on. They are the essence of karting, they're the pinnacle of the experience.
With weapon distribution the way it is, though, these moments are watered down in spinouts and shells (red, green, or blue) galore. Don't get me wrong, I like the idea of lots of shells when it's just the shells themselves moving people up. But with bullet bills, megashrooms, stars, and moving through spun racers being what moves 6th-12th up into contention, shells are almost trivial. In addition, unnecessarily wide tracks eliminate pinch points on most tracks and thereby reduce bananas to nothing more than red defense and negate upside-down boxes altogether. So you're in this weird limbo where you're constantly spinning for no reason, and as a result 7 or 8 times out of 10 everything comes down to the kart with the best acceleration wins. With tracks as wide as they are, you're not going to run into anything on track, so it's this dumb stop/start, push/pull game throughout the race.
And the stop/start is not fair to all classes. High top speed heavyweights used to be a blast to bully everyone with if you had the expertise to pull it off: now, given all the spinouts, fatboys are left standing at the back, spinning up standing MTs to try to keep up. No amount of skill can overcome that, and as a result I'd imagine that heavyweights are largely ignored.
The designers just gutted the game in making it a party title. The replay in GP is trivial. Everything, I suppose, is invested in online. However, in my limited experience online, spinouts (POW and Lightning) have been as frequent as in GP, so that's taking a lot of balance out of the kart classes. Limiting the weapons online would have gone a long way to at least putting some depth/pure karting experience somewhere in the game, but the designers weren't having it. Hence, there's zero balance between kart classes. Good racers can get away with going heavyweight (and think of it as a self-handicap/challenge), but by and large, if you want to play it safe you go light.
Which brings me to the final point: bikes. Why a bike is the best vehicle in the Mario Kart series I'll never know. It's one thing to add it on a lark and make it a cute novelty. It's another to make it a requirement for time trialing and competitive play.