My updates to your moveset. I'm sorry but I wasn't entirely satisfied by it as was and, while that's been the case for a while, the talk of using it meant I had to act:
Statistics
Size: Around Mario's height.
Weight: Around R.O.B.
Gravity: Around Ness.
Jump Height: Around Mario.
Jump Speed: Around Pikachu.
Air Speed: Around DK.
Walk Speed: Around Olimar.
Dash Speed: Around Shulk.
Traction: Around G&W.
Misc Actions
Entrance - Particulates into existance atop one of the entrance pads from Banjo-Kazooie.
Taunt 1 - Banjo gives a thumbs up and makes his iconic "nuh-huut!"
Taunt 2 - Kazooie makes her iconic "Breegul!" noise and flaps her wings lightly.
Taunt 3- Banjo waves a Jiggy around before Kazooie grabs it.
Victory 1 - Banjo does the full Jiggy dance from Banjo-Kazooie, when a Jiggy would be collected.
Victory 2 - Banjo plays his namesake instrument as Kazooie plays a kazoo.
Victory 3 - Banjo and Kazooie bow multiple times.
Victory music:
Jiggy Fanfare.
Standard Combo - Claw Swipe
Banjo swipes up to three times with his claws and finishes with a strong blow.
Forward Tilt - Thrust Peck
Banjo leans forward and Kazooie thrusts out to attack with her beak.
Up Tilt - Wing Whack
Kazooie swipes her wings upward twice, slicing through the air.
Down Tilt - Beak Barge
Banjo slides forward as Kazooie thrusts her beak along the ground.
Dash - Talon Trot
Banjo leans backwards, falling to rest on Kazooie when she emerges from the backpack to carry him and do all the serious running. She will face backwards to keep Banjo facing the action.
Dash Attack - Forward Roll
Kazooie tips Banjo off her back as she curls back up into his backpack and he falls forward into a roll with her wings wrapped around him.
Forward Smash - Pack Attack
Banjo pulls off his backpack and slams it down onto the ground. It will arc up and over his head but will only have good damage and knockback once intront of and below him.
Up Smash - Beak Bayonet
Banjo pulls Kazooie out and thrusts her upwards, attacking with her beak.
Down Smash - Bear Spin
Banjo does a quick spin kick, similar to Mario's down smash.
Neutral Aerial - Wing Whirl
Banjo does a small pirouette as Kazooie extends her wings so that he can hit all round him once.
Forward Aerial - Rat-a-tat Rap
Banjo lowers his head and Kazooie pecks forward three times, slows descent.
Up Aerial - Bear Flip
Banjo does a flip kick in the air with a wide upward range.
Down Aerial - Beak Buster
Banjo curls up and plummets downward as Kazooie thrusts her beak.
Back Arial - Back Kick
A very descriptive title, Banjo flattens himself out and kicks backwards.
Grab - Shack Pack
Banjo swings his backpack over his head and down onto his foe. They need to be a slight distance away for it to connect but this also adds range. They are then trapped in the pack, looking much like Banjo during the move of this name from Tooie.
Pummel - I Want My Pack Back!
The backpack moves about a bit as Kazooie and the new inhabitant fight it out within, her noises clearly audible in this cartoony sequence.
Forward Throw - Twirl-a-Whirl
Banjo spins the pack around like in Pack Whack and the opponent comes flying out forward.
Up Throw - Flap Flip
Banjo throws his backpack into the air with Kazooie coming out to sit on his back. She then helps him to backflip and, as he turns completely upside down, she lets go and he kicks the backpack, sending his opponent flying diagonally back and down for a high probablity of a floor rebound. The pack itself, however, hovers down gently onto Banjo's shoulders at which point Kazooie allows herself to fall back in.
Down Throw - Drill Bill
Banjo chucks the opponent out onto the ground and uses Kazooie to drill into them with her beak.
Down Throw - Grenade Lay
Banjo tosses the opponent backwards, Kazooie quickly lays a grenade egg into them.
Neutral Special 1 - Blue Egg
Banjo crouches down and Kazooie fires a simple blue egg, can fire thrice in quick succession.
Neutral Special 2 - Ice Egg
Kazooie is slightly slower to fire the eggs, but they fly further and can freeze opponents at high percentage.
Neutral Special 3 - Fire Egg
Kazooie fires them even slower, but they are the strongest projectile eggs, causing a burn effect.
Side Special 1 - Pack Wack
Banjo swings his backpack in a circle around himself, the momentum preventing him from falling. Has a long ending as he puts it back on but also has high damage, super armour and reflection properties.
Side Special 2 - Breegul Bash
Banjo Pulls Kazooie out of his backpack and spins her around by the neck. This is a quicker move than Pack Wack with far less ending lag but no reflection or armour either, making it less safe.
Side Special 3 - Wild Wing Whirl
Kazooie sticks her wings out the sides of Banjo's backpack and he spins himself around, turning them into an attack. This version is quick and multi-hit but has less range and knockback and no defensive properties.
Up Special 1 - Flight
Kazooie carrys Banjo as she soars upwards much like pit would, shedding red feathers in the process.
Up Special 2 - Shock Jump
Kazooie uses her long legs like springs to propell herself further upwards and with greater speed but no hitbox.
Up Special 3 - Beak Bomb Ascent
Kazooie quickly thrusts her beak upwards and wings back, carrying banjo upwards with the speed of her Shock Jump but a little less distance that her Flight. This move has greater damage and Knockback than the first version, as well as super armour, but cannot be cancelled, will hurt Banjo if he hits a non-player object and can self Star KO if circumstances are wrong. It also has a good deal of end lag if it misses a ledge.
Down Special 1 - Beak Buster
Banjo jumps into the air unless airborn already and spikes down with Kazooie's beak, the effect being much like Bowser's down special.
Down Special 2 - Bill Drill
Much like Beak Buster except the pair spin for multiple hits causing more total damage but making the move end slower should it miss.
Down Special 3 - Beak Bomb Descent
This time Banjo and Kazooie both dive head first, wings shoved back for extra speed, and together they do more damage and knockback than Kazooie alone. This version has super armour but cannot be cancelled before contact and will hurt Banjo if he hits a non-player object.
Final Smash - The Mighty Jinjonator
Banjo calls a giant golden jinjo for help and you control it as it jumps and stomps around the stage. It is invincible and hitboxes will appear on its feet during most actions but, should you want to attack for real, the A button will result in a kick resembling that of the golden monkey statue and B will charge its body with electricity like that of a Minjo.