I'd say, with no tether, her recover would be better than the following characters:
Luigi, Bowser, Yoshi, DK, Falcon, Wolf, Falco, Iceclimbers (because killing nana is easy), sheik, ganon, marth, roy, and olimar. I'd call that a good portion of the cast. I'd say many of the characters on that list have a "pretty solid" recovery as well. It'd be better than theirs because . . .
Luigi - Arguable. Luigi has the ability to store a misfire, down b super high, and he's got a really high double jump. He's essentially in the same boat as Samus. Very good horizontal recovery, but once you close in towards the stage and have to recover from below, you're very linear and easy to cover.
Bowser - I agree.
Yoshi - Arguable once again. Yoshi has a surprisingly good recovery. HIs ability to act out of side B (not sure if he still does in 3.5, don't care too much to check) really helps him with his horizontal game, and his double jump armor is just really powerful and awkward to deal with. Of course, he's just destroyed by a simple footstool, but other than that, he's got a really strong fighting chance to make it back.
DK - I agree.
Falcon - Now that he's only got a meteor with Raptor boost, I'll agree.
Wolf and Falco - No. You're just wrong lol. In terms of distance, sure, you're fine to say that she's better. But these characters have an incredible range of angles to choose from, and can recover in any direction while having an active hitbox. Wolf even gets a windbox on his UpB, which helps him out even more.
ICs - I disagree. Squall hammer is incredibly good for recovery, from any point off stage. It reaches silly heights if you're even a sub-par masher, and you have enough aerial drift to go to top platform if you'd like. Sure, they go into special fall, but you've in the middle of the stage with a platform to mix up whether you're gonna land on it, ledge cancel, or fall through.
Sheik, Ganon, Marth and Roy, and Olimar - I'll agree. Olimar doesn't even have a real recovery. They still need to work on fixing Pikmin randomly desyncing when he's hit off stage.
1. Samus is very heavy and floaty, automatically giving her good distance recover and makes her hard to knock out off the side.
2. Her bombs allow her to stall and protect herself while offstage. If anyone comes at you with an aerial bombing backwards will cover you very well.
3. Her fair and nair also have great protection (especially in ice form).
4. her up-b still has a few frames of intangibility, and has incredible priority. It does only go at one angle, but so do many of the characters above. It also has incredible priority, so it is very difficult to hit through it without a massive disjoint.
5. She has the ability to walljump as a mixup
6. Up-b hangs at the end, like marth and roy, so rolling onto stage won't cover it without grabbing ledge and rolling on at perfect timing. Also, if they don't grab ledge, you don't have to sweet spot, you can go for stage.
1. She still dies incredibly easily off of the top, and if she misses one bomb jump, for whatever reason, she drops a character length, forcing her to recover lower (depending on her initial positioning upon missing the bomb)
2. Stalling with bomb also forces you lower and lower, and it's a war of attrition that Samus loses. Aerially bombing backwards and still managing to gain enough height to make up for the loss of good horizontal movement doesn't really happen, so it's a bad trade.
3. Nair and Fair are very slow moves that stay out for a long time, meaning you have to just hopelessly fall for a while after throwing them. Nair can also be traded with relatively easily, which puts Samus back off stage, so we lose that trade. Fair is alright, but it's easily outspaced and doesn't threaten like nair does. It's really not going to work more than a couple of times in a set against an intelligible player.
4. 3 frames of intangibility is utter dog**** when you consider how low you need to be to sweetspot, and the fact that the hitbox isn't active until frame 5. It has NO invincible priority while aerial, because there is no hitbox active during the aerial invincibility. Get your facts straight. While it has good priority, it still trades, which puts Samus in a bad position, at often times a very low risk cost from the opponent. It's a losing move in way more situations than it is a winning one.
5. Wall jumping while not having access to tether forces you to instantly bomb to be able to make it back to the ledge safely with Screw Attack. Bombing at that point has no invincibility and leaves Samus very vulnerable. If she does have access to a tether, she's got to deal with turning around first (which, admittedly, isn't too big of a deal).
6. The hang time isn't as long as either of the swordsmen, and they have better grab boxes for reaching the ledge, which means they can be safer under the ledge.
I'm not contesting the legitimacy of your points, so much as I am pointing out flaws that can be brought up from the other side of the argument. It's really easy to argue about stuff in writing, but a lot of what you're saying is very much only realistic when read. When playing, a lot of this stuff doesn't apply, and the same goes for a lot of the stuff I post, too. It's undeniable to say that, compared to her recovery in 3.0, Samus has been massively crippled when put off stage, and she hasn't really received any sort of tools to help balance out her now mediocre recovery.
Was it wrong of Mean Green to question the skill of your opponents? Not at all. First and foremost, it's his prerogative. Secondly, what you've stated has been shown to be untrue in real tournament scenarios against players of high intelligence and high caliber of play. Your opponent DOESN'T have to respect your ability to Screw Attack to ledge, because they can hog ledge and make use of their invincibility frames to avoid it, and even hit you into a stage spike (learn to buffer wall techs, kids), or just hit you backwards while they're still invincible. Tether went from being the best option every time to being an emergency use thing. It's a drastic change, and it's still imbalanced.