I'm a bit late to the release party, and have only gotten to play Pit for an extended amount of time. Still, wanted to throw out my thoughts:
*Pit is no longer a camping capable character. Reverse input B's are still great and key to some spacing/keep away games, but his arrows are gimp-tool-only more so now.
*The comparison to Pit's ground games being like Marths/Lucinas apt. His tilts cover a surprising range (though his hurtbox moves with them usually) and his grab options are solid for positioning and low percent combos.
*Most of his air moves have had their range/hitboxes enlarged, and their multihit nature punish the weaker airdodging mechanics well. Nair and Fair are very easy to cancel. Bair nerf makes me sad
. Mixed feelings about Fair being multi hit now.
*F-Smash and U-Smash are solid killers (Especially Fsmash.) Though their multi hit nature will be exploited more and more as time goes on.
*Smash arm is a great punisher that kills Okish (though platforms boosts that a lot) but can cut through attacks your opponent commits to. Best saved for when it will kill.
*Recovery is great, but may suffer predictability (since the "best" use of Up B is to aim under the stage and ride up to guarantee a ledge grab.)
*Edge guarding champ.
*Still has killing issues (he's an angel after all.)
He seems solidly in the mid tier and with the potential for the low end of high. Basically, the same spot he was in brawl
. He is much more a direct sword user-character now akin to Marth/Lucina that traded kill moves for recovery/off stage pursuit options (and a reflector.) How his custom specials work into this or the finesse of a gamecube controller down the line, not sure.
Also, R.I.P. arrow looping