Gales strike has way too much start-up and end lag to be thrown out.
Airborne Assault is a recovery, all I need either of them to be because frankly they're both poor on the ground and Chakram isn't being run with Shuriken. Blade counter doesn't really offer you much, its still decent given what it is but its not offering you something credible you can't get elsewhere.
How I look at his specials are
Projectiles: Gale, Shuriken, Chakram,
Horizontal gap closers: Airborne, Power Thrust, Slash Launcher
Recovery: All 3 Up specials
Close range defensive option: Blade counter, Neutral 3, Reversal Slash. Stone Scabbard and grounded Hero spin might fall in here.
Gale's start up is ridiculous, its silly to the point I need them further away from me then if I'm using Chakram or Shuriken to be safe. If they're far away from me it does next to nothing. The start-up is so huge they're unlikely to touch it and the end lag is high enough that I can't hope for any momentum off of it. Does it eat projectiles? Yeah quite a few, doesn't put me in a better place however again because of its lag, and I can be shot between shots.
Or put it another way, who is Gale strike helping me against specifically and are those characters prevalent enough for me to prioritize it? You don't want to give Samus, Lucario, Gunner or any of the like free charges so you aren't going to sit their spamming the lag bot. Sonic, Falcon, Mac, Shulk, Paletuna, Fox, ZSS are going to catch you during start-up/endlag or shrug it off as irrelevant because it is. If you think Airborne assault is predictable, Gale strike is a 7 day forecast. I am not impressed by it at all. Why should I really take this over Shuriken when Shuriken is far better disruption and provides quick coverage with far less commitment. I'm not trying to get Dash-grabbed from the otherside of the stage but Gale is slow enough for that to actually happen.
Shuriken and Chakram are both solid, Chakrams only problem is that Gale strike and Neutral 3 don't hold their weight. Chakram gets forced out just because running it with shuriken is redundant.
Airborne isn't really something you use on stage from the beginning and as far as SDing go, if anyones really going to invest their time in Sword Fighter they will learn their positioning. You don't invest into Little Mac or Charizard and not become cognizant of when Flare Blitz or haymaker is a potential suicide. Airborne Assault does fair well as a Horizontal recovery, and I'll gladly slot it for that given my other options. Slash Launcher can be run on the ground and works horizontally. Like I said before you basically take AA unless theres an argument for Slash because Shuriken+Chakram is sub-optimal. I see SL's validity, but I'd prioritize AA myself.
Neutral 3 would be an option if the hits just bloody linked together, its faster then his jab (but what isn't), and its what 16% if everything connects? A shame, because I don't feel a problem connecting with it, but then they fall/jump out and its a bad situation.
Blade Counter seems to have no Knockback and maybe its just playing shulk too much but it isn't a rewarding counter at all, it can help you land in a pinch, but so can Power Thrust. I wont call it a bad option yet, simply an uninteresting one with lackluster rewards.
I wouldn't look for SF to a poor mans *anything* and I think anyone playing him shouldn't look for that anyways. When restricted to 1111, you've got to go "Why am I using him instead of X,Y and Z?" with the rest of the set you know its "because X, Y and Z don't have these options bundled together or at all".
He has good aerials, a valid Dtilt, a valid Dsmash, shuriken is alright coverage, reversal slash/Power thrust are solid choices that add more option coverage and hero's spin isn't a slouch.
Ah whatever I'll go bite the Bullet and run Swordfighter on some guys next week.