The first, most obvious thing is that we need ledge handoffs to work. Next, I've heard that aerial ice blocks drop like rocks vs the Melee incarnation where they kind of float for a second, which makes them better at blocking things. If this is true (I've never tested it myself), they would probably be better off in their Melee form. I don't know what kind of utility Nana copying our facing while charging an fsmash gives us, but in Melee, she would just keep facing whatever direction she was when she started charging the attack, which allows for the edgehogguard, which we don't have anymore (in that form, anyway.)
Opinion things as far as new crap to give them: more priority on iceblocks. I get that they're super spammable so they shouldn't ram through everything, but they barely even cancel a lot of stuff. An Ivysaur razor leaf will barrel through a SYNCHED (ie double) iceblock, and keep coming. It's not like we can shoot them much faster than Falco's laser, or be nearly as mobile doing it, so having them not be so fragile would be nice (I mean, they ARE made of ice, but to hell with logic.). Even if we had to use two of them to beat/cancel some of the slower, more powerful projectiles (Ivysaur leaves), that would be nice. I suppose this could have implications with making our tactic of chasing the block in (much?) more powerful, but as of now they are completely unthreatening. Also, the animation where, if they get shielded, they bounce off and shrink, but the hitbox is gone? It would be kinda neat if the hitbox were still there.
Another change I would love, but don't know if it would make them TOO good, would be to have Squall Hammer snap to the ledge. It's ridiculously hard to sweetspot the edge with squall, and tyring to tether Belay is asking to die. If Squall just stopped when it hit a ledge (similar to firefoxing a ledge from above), we'd be safer and less predictable. I worry this suggestion would make them overpowered, but then again, who DOESN'T have an amazing recovery in PM?
As far as how viable they are, I find it hard to say. I'm not very good, so my own lack of skill is more to blame for my lack of success than any weaknesses in the character, especially considering the fact that my scene is still pretty bad at the matchup. If anything, their metagame is very undeveloped, so we're all kind of on our own, it seems. But I have to say that despite everything I just said, their PM incarnation is my favorite by far. Smart Nana is nice, and they have the most desynch options. It just feels like everything they were given amounted to patching holes in the character, instead of adding rims and neon underneath like some other characters got.