Yea Roy is pretty bad, mostly because all of his aerials are bottom tier in power and versatility. They are at least fast, but not until high percents are they anywhere close to being usable. Also his weight and Fall Speed lead to near endless combo possibilities on him.
There are a few interesting things that people SHOULDN'T forget though -
1 - His Neutral B Flare Blade fully uncharged is safe at low percents and has impressive knockback at higher percents. It also has insane range and coverage and only 11 frames of end lag, it's even more usable in the air and has no sourspot.
This is pretty wrong. Uncharged flare blade does a whopping 6% meaning it only does 4 frames of shieldstun. If you somehow did hit someone's shield on the last active hitbox frame, you'd be at -7. So with "optimal" timing, you'd still lose to shield grab without good spacing (which can be rather unforgiving since Roy leans his head so far forward).
However, it is far more likely you'd hit with an earlier hitbox and we could be talking about -10 or -9 on shield in most scenarios. Thats already pretty awful before we consider the 16 frames of start up. Dtilt remains Roy's only legit option on shield (maybe spaced side-b since its easy to do from DD)
It also isn't even that strong. Sure, it is his strongest "aerial" at high percent, but there wasn't much competition to begin with and "impressive" is certainly not the word I'd use to describe it. At 100% it still has less knockback than something like Mario's bair or Fox's nair (neither of which are known for their great kill power). And no, this doesn't change at higher percent. In fact, the gap between their respective knockback distances only continues to grow.
2 - His DED is better than Marth's as a neutral tool and is quite usable since it's fast and hard to predict when used right
This is pretty true. Its still pretty bad on shield up close and can be susceptible to SDI but its definitely an interesting tool.
3 - His speed, DD, WD, grab range, and edgeguarding are still insanely effective against almost all of the cast despite his other flaws.
I would argue that good movement is pointless if you have nothing to reinforce it. Marth, Fox, and Falcon have
intimidating movement because their openings are meaningful. The THREAT of them doing something out their movement forces your hand and makes you play intricate games of preemptive strikes, re-positioning, baits, etc.
When you are facing Roy, is his grab really the same kind of looming threat that most other characters possess? Unless you are playing Fox, Falco, or maybe Falcon, it really shouldn't. He'll get his wimpy 5% throw into a measly 6-9% aerial if you DI'd badly or got read. Dtilt is in the same boat. Its knockback is too high to net more than 1 follow up if you aren't a fastfaller. On the whole, he has some of the worst options vs. shield in the game against non-fastfallers in addition to being extremely susceptible to camping and crouch cancelling. I see no reason to respect Roy when he is dash dancing. You might as well just play a 50/50 by running up with your char's best opener or running up and shielding. Considering his punish game vs. most of the cast, the odds of him winning these exchanges enough to take 4 stocks before you do is probably astronomical.
As for edge guarding, I think you are only looking at it from a vs. fastfaller viewpoint. Roy has almost no offstage edgeguard potential and utterly garbage options vs. high recoveries since his aerials are so bad. He can cover ledge with fsmash or tipper dsmash, but those are super hard commitments. How is he supposed to edgeguard Peach, Samus, the Mario Bros, Ice Climbers, Sheik, etc?