I think the Pits will remain more or less where they are in the meta. Characters with no glaring flaws, where a skilled player can pull out a win with solid play in neutral and advantage. While we are on the topic of great moves, their dash attacks are crazy good burst hitboxes, and open up their strong combo game. I often wonder if they have unexplored footstool potential, due to the way dair sets them up and how electroshock makes a really solid chase on a grounded opponent. Arrows are always nice to have, and their dashgrabs are nice. Also, having a forward facing kill throw is really nice, giving them powerful options both from waiting on the ledge to punish or going for a gimp, based on MUs. While predictable sometimes, super armor kill moves are always nice to have if you make a good call, or simply feel your risk/reward is favoring you at that moment. They have all the essential tools for proper fighting game RPS, it just depends on the player to utilize it. They can't abuse any certain tools if the opponent sees it coming, but they always have something else to use.
I feel bayo being added helps them; it may not be a good MU but a disjoint, good projectiles, and a solid recovery means they perform more or less alright against her, again leaving the onus on the player to make plays.
The whole dual main thing is a pretty nice perk of having the characters.
EDIT: I hate to sound like a pit main (just kidding guys) but show me a video of a pit getting gimped without making some stupid mistake, and I consider missing techs when you go for a kill or when you have a few seconds to prepare as stupid mistakes.
Link offstage is taking a risk against pit, and link waiting on stage doesn't have a good answer to the Earth thing where he pushes you back with the shields and regrabs while you are pushed back.