Snake needs a weakness. I think that should be that he easy to juggle. Make his air dodge have last 49 frames instead of 39, but keeping the amount of invincibility. I would increase the start-up of fair to 17 frames and reduce the cooldown a lot, reduce the landing lag of fair, nair and dair to 20 frames, his bair to 10 frames (to have an effective anti-juggling move) with disjoint to increase the priority of bair, have disjoint in nair (feet invincible) to beat anything that tries to compete with it, a lot faster IASA on Cypher (make him able to IASA as soon as frame 5), half the C4 start-up in the "now!" one... and needs combos. We can greatly reduce the knockback of uthrow so it combos (reduce the power of uair and have a HUGE horizontal disjoint+ far less cooldown), but can't lead into another grab. Speed up his grab into frame 6 instead of 8, make the hitbox of utilt keep even longer+ insane priority and making the sourspot as powerful as the sweetspot. I would suggest a stronger DA as well, with sourspot hitting like in vBrawl sweet while sweet has increased knockback. Dtilt has invincibility on his feet, with IASA on frame 20 and make the knockback so it combos. Jab 2 always combo into jab 3. The fsmash should have 30 frames start-up (which is still very slow), with a larger explosion and having a real safety if it hits shields. Nikita start-up and speed of it should be A LOT faster with barely any cooldown if he cancels it, to make it a great edgeguarding, a thing that Snake is mediocre at. More mines at the same time which can't hurt Snake and last a minute instead of just 25 seconds.
And either make him a bit lighter (still top, around 10 heaviest) or make him a larger target. It has no sense that he is in top 3 weight when he's a thin human.
More hitstun will probably hurt him, as Grenades are not as effective as a anti-combo.