I also don't want to pick on individual choices, but I often see people group Samus in with the projectile characters when she really isn't. The only projectile I use is CS. I use missiles almost never, maybe against Ganon and not really even then.
Midrange is definitely Samus' range and she's one of the better characters in that range. Utilt especially when perfect pivoted is a really good anti approach, safe on shield, and on hit can be really dangerous since it can combo into CS, up b, etc. Dtilt is massively disjointed and has huge range. People generally criticize this move for whatever reason, but it's a frame 6 move, probably one of the most disjointed normals in the game, and does 12 damage. Ftilt is more situational but it does have the best range of any tilt in the game I'm pretty sure, and sets up tech chases. Samus has a really strong set of tilts, and combined with zair makes her midrange game strong. All of her tech chases happen at midrange, her shield pressuring, and her keep away.
Samus could be considered a "keep away" character but it ALL happens at mid range. Missiles are more of an invitation for your opponent to run, jump, dash at you and all of a sudden by the time Samus has come out of endlag she has lost all stage control, which she absolutely needs. CS isn't used at long range obviously, unless out of a tech chase.
Now I'm just gonna go on about Samus, it has nothing to do with the gunner thing.
Samus' advantage state is no joke. When Samus mains talk about putting opponents at kill percents after 2-3 hit confirms, they aren't lying. Kills happen naturally around 120-140. It's hard to explain how as we don't rely on kill confirms, but this is the percent where Samus gets kills without really... Trying, for lack of a better word. A lot of her moves just have high knockback at this percent, like nair or bair, she catches someone with CS, she edge guards them.
Samus is a
really solid edge guarder. I haven't found many off stage moves as good as Samus' nair. I sincerely believe it is one of the best edge guarding moves in the game. Combined with her low fall speed, Samus can just walk off the edge and use nair and the hit box kind of floats in front of the edge. It hits like a freaking truck at high percents, it's fast, and disjointed. The angle, though, is what makes it great. Many people try to challenge Samus in the air. But Samus happens to have a fast, disjointed, good range forward hitting aerial that will send you flying horizontally, where Samus can harass your recovery with nair, bombs, dair, zair, CS, homing missiles, even fair, bair for stage spikes, and if all else fails, up b, utilt at the ledge, or ledge trump bair/CS. Many characters can not do anything about Samus' nair off stage. If they get hit by the forward hit, they're dead as early as 40-50 because of the angle, if they get hit by he backwards hit, it will send them
away from the ledge at a semi spike angle (for some reason). If they get hit by the lingering hitbox, it will stage spike or send them underneath the stage.