Then, I have to ask, what about other customs considered to be pure upgrades? Gust Cape, Soaring Tornado on Doc, HSB, high-pressure FLUDD, and Twisting Fox come to mind. I'd appreciate your thoughts on them
Gust Cape was actually recently discussed in the moveset project thread. Essentially, its sole boon is its windbox. This makes it a decent gimp tool against characters with
very space-specific upB moves (i.e. Luigi, Mac, Megaman), and also results in any successful reversal being accompanied by a
significant distance boost. If you hit a recovering opponent with that cape, they're essentially screwed. But that's where it stops. It's slower than default, and thus harder to use either proactively or as a read against projectiles. It also deals less damage, though the default cape isn't known for its damage potential either. I am inclined to think it has longer endlag as well, making it more punishable.
The default cape does
most of that, but faster. It lacks the windbox amplification on reversals, but against most characters susceptible to such a reversal, the reversal itself is sufficiently lethal. Essentially, unless you need the windbox specifically (whether because many players will go red with rage at the presence of a windbox or for some other purpose), it's generally a faster way to accomplish the same thing. Its midair stalling potential is roughly the same, too.
Shocking Cape does away with the reflection and instead deals 11.2% damage, and having enough scaling to be a fairly quick-starting move with combo and kill potential depending on percent. It doesn't reverse the opponent, though. It also seems to have the longest endlag of the three, resulting in weaker (but still present) stalling ability.
Basically, unless your opponent just can't handle a windbox emotionally, I'd call the default cape best, and the other two situationally useful. I've not tested any of them enough on Doc to make that comparison, since he lacks the stalling capability for recovery.
As for Soaring Tornado for Doc, an oft-overlooked downside is that it's essentially impossible to combo into (making its kill power a rarity at best), even from itself (due to the windbox). It also does him no favors far offstage due to its endlag, making it primarily for near-stage recovery. Contrasting that, default tornado will give him a bit of vertical gain (though not to Luigi levels) if used at the apex of a jump, and has decent pseudo-combo options. I haven't tested Clothesline Tornado on Doc within the past few months. Essentially, I'd make the tornado decision based on whether my opponent was more likely to go for bottom blastline kills, or horizontal.
I need to test Heavy Skull Bash more, but I personally don't like the sheer endlag it has. I know Skull Bash isn't known for being very good in that regard either, though. Will have to test it more, but I'm not yet convinced it's objectively better. It's notably worse as a recovery, though Pikachu isn't wanting in that area. I've also not used Shocking Skull Bash in months, and can't attest to its strength. HSB is, though, one that I would be more inclined than less to consider a practical upgrade.
High Pressure
Super Soaker FLUDD is a very good choice, but it can be harder to find time to charge it due to the slower charge. Generally better, but strangely didn't even take up most of Mario's custom project slots.
Twisting Fox's start up time is obnoxious, and it moves very slowly. If you
don't catch your opponent in it, it's highly punishable, and is also punishable on shield due to its high ending lag. Very strong when used right, but probably not a pure upgrade.
Edit: Adding Dark Fists, not only is it blockable, it doesn't stagespike someone who is on the ledge without invincibility. While I'd personally always use it because it gives a punish-heavy character an even better punish, it does have situations where it's less than ideal. Apex Screw Attack is similar in function and limitations for Samus.