Sheik still has kill confirms though.
Difficult to achieve consistently (because it's hitbox kill confirms that are very rage/% dependent, not grabs) but many nevertheless.
Bair/nair (primarily, also fair) and aerial needles into bouncing fish, dtilt/ftilt into up air. Even grenade has it's ledge shenanigans.
Up Tilt into needles works at a certain percent too.
Hit confirms that kill are necessary for a game where air dodging and shielding are this strong.
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I'd say top characters are kinda top for a reason, but balance and design constraints from around or shortly after release have shifted to now where more drastic changes have happened.
I remember how long it took me to get over sheik's bair no longer killing, still have eternal sadness here.
Having a lot of strong options allows for multiple different play styles, while weakening certain things to keep them in line (difficulty is a consideration too, hard characters getting nerfed so they cannot achieve more than a simpler one is something I despise but it happens in every modern game) results in more cookie cutter / flow charty game play being necessary to keep up.
"well we're only good if we do xyz, while before I could A,B and from time to time do Y and I'd love my character sooooo much because of it"
BUT THAT'S WHY I've always said that the balance team's goals should be to make every move of a character feel good to use (and for a long time this is where I thought they were at, their nerfs usually came 1:1 with compensation in another move, and from patch to patch weak characters would have certain things buffed, rarely everything), but in the last few instances it's been pretty one sided take over giving. They can nerf the power of certain tools, but don't leave them weaker and with an array of almost-never-used options at the same time, please.
I used to say I'd take boost kick and flip jump nerfs for a more usable down tilt and dash attack; they did nerf both (nair was the best set up for flip kick and now scales too awkwardly for it to be consistent follow up) but didn't buff either of the two 'notably weak moves'.
It's frustrating, but my character still has a pretty high power level.
Just it's obvious there are other characters out there with similar power levels and more diversity in options. They either were buffed midway-ish through the patch cycle (Mewtwo, Marth) when they were most generous and move-by-move focused or were lucky from very early on (Mario, Sheik).
I don't expect further patches, and I dislike that we cannot talk about a character being good without it being "only complaining" or "wanting nerfs" (although it's easy to make suggestions on what could change to 'fix' them as analogies of the argument, this isn't new to patched games but very few felt confident to do so in the brawl era) .if something's really good at this stage, that means they should probably be higher on the tier list - not everyone getting salty, emotional and/or political about their character in this game.