In order to calm the thread a bit, as there seem to be clashing views going on (wouldn't want it to get out of hand, haha), I finished my Chrom moveset. I tried to use some of (what I thought were) the really cool ideas I've seen for him or thought up over time, and make a cohesive and strategic moveset from it, while still staying true to the character.
Neutral Special - Rightful King - Chrom lifts the Falchion high into the air. If the button is held, Chrom begins to become embued with Naga's Holy Fire. After three seconds, the Falchion becomes the Exalted Falchion. All attacks now have the chance to heal Chrom for some damage if he performs a three or more attack string. This effect lasts as long as Chrom's current stock does. Like Olimar's Pikmin, Chrom will need to re-perform the Awakening ritual to regain the Exalted Falchion.
Side Special - Luna - Chrom tosses a Spear forward in an arc. The arc can be controlled, and Chrom can move slowly while charging. This can break shields when fully charged.
Up Special - Sol - Chrom leaps into the air, and comes crashing diagonally downwards with a heavy sword swing. This is similar in execution to Dedede's Super Jump.
Down Special - Counter - A staple of the Fire Emblem characters, Chrom takes a parry stance, and if hit, slices into the attacker. This is different, though, in the sense that it is mainly an anti-air counter due to the direction Chrom's holding the Falchion. If it hits an aerial opponent, they're smacked to the ground. This makes an easy string into the Down Smash.
Side Smash - Chrom dashes forward up to one Bowser length and stabs the opponent with his Falchion.
Up Smash - Chrom charges up with divine dragon energy and stabs his Falchion skyward. Has a burst effect afterwards, where if the opponent is hit, a burst of divine energy can damage those in close proximity without direct contact.
Down Smash - Chrom gets down low. While charging, he enters a bowing position, as if praying to Naga. When released, the result is a quick energy blast from the Falchion and Shield of Seals, hitting both sides of Chrom's body. The energy hits along the ground and sort of makes a wave ripple effect away from Chrom.
Dash Attack - Chrom runs jumps, stabbing the opponent with the Falchion. This knocks the foe upwards, allowing for easy juggle-starting.
Neutral Combo - Chrom swings the Falchion left and right, followed by a spinning slash.
Side Tilt - Chrom swings the Falchion over his head very quickly downward. This move has increased priority and focuses on getting the hit before the opponent does.
Up Tilt - Chrom does a short upward lunge and swings the sword in an overhead arc. What appears as a simple move on the surface is actually a huge help for Chrom's juggling. This allows him to reach Aether more quickly under the effect of Rightful King, so this works well as a damage healer.
Down Tilt - Chrom's Falchion goes from orange glow to blue glow as he quickly kneals and stabs his Falchion into the ground. This sends the foe skyward with ample upward knockback for a down tilt.
Neutral Aerial - Chrom extends his Falchion arm and twirls the blade and his body in mid-air. Low knockback, resulting in easy air combos.
Forward Aerial - Chrom swings the Falchion with both hands over his head, doing a flip in the process.
Backward Aerial - Chrom makes an arc with the Falchion from the forward position downward, and then back, passing the front of his body. It is interesting as this Back Air manages to hit both sides, though the forward hitbox is much smaller and harder to hit with. This works well with dragging the foe closer to you in the air, using a suction effect. This allows for easier air-juggling.
Up Aerial - Chrom does a mid-air backflip and extends his sword upward while doing so, then back, giving a mid-air windshield-wiper type effect as far as appearance. The two hits assist with Aether.
Down Aerial - Chrom stabs his Falchion downward, and then scoops the foe into the air with it (so the motion is down, then arc to the side).
Pummel - Chrom holds the foe in one hand and begins to hit them with the hilt of the Falchion.
Forward Throw - Chrom holds the foe in place, and then stabs them with enough force to send them forward.
Backward Throw - Chrom grabs the foe, throws them over his shoulder. A simple throw.
Up Throw - Chrom throws the opponent up, skewering them on the Falchion to give ample vertical knockback.
Down Throw - Chrom holds the foe in place, leaps up, and bashes them with the hilt of the Falchion.
Ledge Attack - Chrom leaps from the ledge while swinging the Falchion in a circle.
Get-Up Attack - Chrom stabs his sword into the ground, which he then uses to prop himself up.
Final Smash - Shepherd Raid - Some of the other Shepherds appear and attack the stage. Sumia and Cordelia knock foes out of the air, Vaike, Frederick, Stahl and Sully ambush those on the ground, Gaius steals foes' items, Lissa heals Chrom, Lucina mimics Chrom's moves, and Robin hits foes at a distance with Thoron. Kellam's in the background.
Chrom is very good at getting the foe into the air, where he will juggle them to no end, healing himself in the process. This is based both on the Exalted Falchion's healing ability, as well as Chrom's prowess for jump-and-strike sword attacks in Awakening. However, he's not without his faults. Chrom wears very light armor, so he's easily knocked away, but at the same time, he falls decently quickly (similar to Fox in a way). In addition, Chrom lacks a bit of range, minus one projectile. The two moves with longer range, the Down Smash and Side Special, don't utilize the Falchion, so while they give Chrom more utility, they can't be used to get Aether working, and will break the chain if used. Chrom also needs to activate Aether once per stock, so he must space well enough to allow for the small charge time without being hit. Over all, he's a character that's generally pick-up-and-play, but can pull off some really technical stuff at higher levels of play. The strategy needed for his playstyle is analogous to the fact that Fire Emblem is a strategic game series.