Not to partially change the subject, but I've now looked at general tournament performance of characters and tier lists vs. some of the design changes they implemented in SSB4 vs. previous games.
I feel it can be said that SSB4 is, without question, the first in the series where they TRIED to give heavy characters more of a chance of not being bottom-tier fodder. For starters, they've beefed up the knockback and damage on their attacks significantly.
Beyond that, they clearly tried with concepts like "tough guy" to further make a heavy character live up to the title of being a "tank" (something I've seen asked for since melee). Rage also tends to weigh into a heavy's favor.
But ultimately, as the tier lists show, it didn't pan out. I realize the meta is still young, but out of all the "heavies", only Wario and ROB are climbing out of the bottom tiers (and I'm not sure they classify as heavies, as they lack the massive hurtboxes of DK, Bowser and D3) and the S/A-ranks are once again dominated by light, fast characters.
I feel like the only way heavies will ever really have a shot at the limelight is if they take tough guy a step further and give it to certain attacks on all heavy characters. For example, a smash attack from DK would not be interrupted by any attack that does less than 5% damage.
So long as heavies are combo fodder, much of the advantage of BEING heavy is negated and actually works against them. Less distance launched also results in easier followups, especially from aforementioned light, quick characters.
What are others' thoughts on this? Is there a better way to balance heavies without ruining the casual game?