aagh semantics
bad design does not have to be objective, because bad design simply needs to be inconsistent, through balance or through its style, which is a subjective concept. likewise, there's also a mighty blurred line between something unique, and something that's too disconnected from the rest of the game to be reasonable.
again, throwback to kirbycides for a second; kirbycides, no matter the game you're talking about, have never, ever, ever been good. period, full stop, it's a big ol' gimmick, just look at CEO2014 and how armada handled chu dat vs. how the overall more savvy zero handled the same scenario, chu won with kirby in 3.02 because of gimmicks that could be bypassed. that didn't really change the fact, however, that a game based around constant movement and action doesn't want to be slowed down by some kirby player camping the ledge, gimmicks or no. tier lists did not shatter specifically because kirbycides were removed. this was not a killing blow to kirby in the slightest. but it made an overall better character, even in a small way.
just so we're clear: until counterpicking mid-match is suddenly a huge deal, transform is useless, idk why people are arguing over the balance of it (its balance implications are "you don't have a downb that matters, dwi"), but it's still inconsistent that a game that wants you to remember if a move is -5 or -6 on shield accounting for hitstun has a move where the time it takes is "whenever the game feels like loading the other character". any niche it currently holds can be dealt with far, far better with a real downb, and the thought that zelda's design as we know it will just magically vanish into thin air if we give her something useful for a change is delusional, at best