It's not a misunderstanding. The objective of any tier list is the same. I've entered discussions on FE tier lists in the past, it's only this particular FE that I don't feel breaks down into tiers clealy. Blazing Sword, for example, has a nice ratings system that makes it easy to identify what classifies as "good play," and what characters then facilitate that.
As I said, I've already discussed FE tiers before, and at length. It has nothing to do with acclimating to the community.
I also understand that Smash tiers are done under an imposition of rules upon the system. However, the rules are fixed, and consistent from match to match. The rules are also clearly defined and established among the community. Smash tiers are not meant to answer "who is the best character," they aim to show who currently performs the best. Smash tiers are made from tournament results, which are entirely objective.
An average is the most-likely singular outcome, but the odds of the outcome being any outcome other than the average are still greater than those of it being the average. Growths definitely count for something, but I actually believe the growth percentage itself, rather than the average, is more meaningful in this case because it's a fixed number. Yes, yes, I know "average stats are a function of growths." Yes, and they are also a function of bases and level. I think it's cleaner to look at bases and growths individually. I'm a research scientist, I like clean data because you can do more with it without it dynamically affecting the rest of the data. For example, I like to plug my FE stats into Excel to do various things.
On a similar note, growths in FE:A are so high, and so similar among characters (compared to other FEs) that I feel they are trivialized somewhat; the overall balance is far better than in previous games. I think bases and starting items are more useful barometer.
Well, in order to define a character's usefulness, you need to first define what it means to be useful. In FE, particularly this one, there are multiple ways to be useful. You then need to decide which uses are more valuable. I think it would be cleaner to break characters down into how they would best be used first, and then rank them accordingly. A global tier list could be pieced together after that.
You misunderstand my intentions. I don't want to throw a wrench into the conversation, I want to find ways to improve it. I love talking numbers and debating things, and I love Fire Emblem. It goes without saying that I like to debate and quantify Fire Emblem. However, after looking over this thread I'm seeing a lot of abstract reasoning and unclear terms. I think it would be more effective if we first created a well-defined framework and language within which to operate.
What is a character's purpose? How is a character's purpose defined? Is their purpose a useful one? How good are they at serving their purpose? What are our rules? Why are we implementing said rules? That's only the beginning. I know that stuff isn't as interesting, and it might seem overkill, but it could really help keep everyone on the same page with a clear objective.