Hmm... that's interesting; thinking that Cloud's Limit Break Climhazzard's not even going to matter for his recovery even though it's his only way of consistently ledge sweet-spotting without being close to the ledge. Why? Watch:
https://www.youtube.com/watch?v=DfPggluMhcU#t=0m54s.
Climhazzard is basically being a vertical Blazer or Dolphin Slash without the ability to ledge sweet-spot without Limit, being very close to the ledge, or falling from the second part of Climhazzard high enough that you won't SD. It's also without I-frames without Limit. Here's the thing, what's easier to hit? A linearly moving target or a diagonally moving target? Cloud going to sweet-spot the ledge with a Limit Climhazzard will the hitbox above and in front of him and going straight up versus Marth and Roy going diagonally with an above and in front hitbox. He's completely helpless behind him which you can say the same thing for Marth and Roy, but they're moving diagonally... Cloud's moving linearly. Ike and Kirby also have linear recoveries, but Ike can cover himself since Aether involves a throw, a disjointed hitbox, and Ike also has another recovery option while Kirby has multiple jumps to stall and confuse you. When Cloud has to recovery he only has two options: Climhazzard or jump, and Climhazzard only ledge sweet-spots in certain situations unlike say, Roy who also has only two options, but he's almost guaranteed a ledge sweet-spot. Also, he can alter the angle of Blazer unlike Cloud. The thing is while Cloud can move horizontally with Limit Climhazzard, that's after the hitbox is out and he's completely helpless. Granted, he'll be moving a high speed horizontally - kind of like a full Quick Draw from Ike.
Yes, Cloud's recovery sucks, but if he doesn't have to leave the stage it's fine like how Little Mac and Melee Falco operate. At the same time, it's time to exploit the fact Cloud recovering low like that just needs you to jump and put a hitbox to his back. Knowing that, putting fear into Cloud will force him to Climhazzard as close as possible regardless if he's got Limit or not or land on-stage which isn't ideal...
Speaking of which, have people noticed how almost all recovery moves leave you with 30 or even more frames of landing lag? Kind of excessive in my opinion. Yes, grabbing the ledge is safe, especially since people can't edge-hog you anymore, but not being able to land on-stage? Basically not being able to have another option unless your name is Cloud? (19), Falco (19), Fox (20) - only their Up Specials since their Side Specials do leave them in noticeable land lag, especially Falco Phantasm -, Lucina (20), Marth (20), Palutena (22), Robin (26), Ryu (18 or 12; EX), Samus (24), Sheik (20 and 23; no input Bouncing Fish or 27; input for Bouncing Fish), Villager (20; balloon landing-only) Wario (20), Zelda (21; Din's Fire...) and ZSS (23)? And if you're a slow-moving character, choosing to land on-stage can get you punished since you can't run as fast or abuse your high air speed and/or air mobility - hi, Rosalina - to move and land wherever you want? The only moves with +30 frames of landing lag I remember that weren't stall-and-fall aerials like Bowser and Toon Link's Dair was pre-1.0.8 Falco's Fair which had 32 frames of landing lag. This might be a strange thing to ask, but I think all recovery moves should have at most 20 frames of landing lag instead of 30. It'll give more options, especially since unlike aerials, you can't really auto-cancel these recovery moves.