And how do you suppose people deal with it? Needles are one of the single most absurd moves in the game. Whatever draw-backs they have are completely nullified by Sheiks mobility. Endlag and charge time are irrelevant when Sheik can evade most of the cast long enough to use them for free. The only reason they havent gotten nerfed like Falcos blaster is because no one has actively abused them like people did with the blue lasers.
A Sheik that chooses to camp is worse to deal with than a campy Sonic. I totally understand the fear that anything somewhat difficult to deal with will get nerfed, but needles are the wrong posterboy for that. Needles arent difficult to deal with, when used correctly theyre impossible to deal with.
Projectiles in general are difficult to balance, especially in Smash games because of how they work compared to other fighting games. The main difference between Falco's Blaster and Sheik's Needles is that Falco's was made even more broken in Brawl which defies all logic of balancing. Lowered startup, increased fire rate that allowed him to short hop double laser effectively, and increased range. It's like taking 64 Kirby's Utilt and making it more disjointed instead of making the hitbox align to his foot and do something like make it easily chainable at low percents.
The other thing is that it seemed like the devs didn't even look back to Melee and compared how Melee Falco's Blaster worked versus Brawl. If Falco had his Melee Blaster in Brawl, he might not have have a butchered projectile. If he had a Blaster like Wolf's, Fox's Impact Blaster, or other shoot once and holster projectiles, he might not have had to deal with this and he probably would have dropped tiers in Brawl since he wouldn't have a broken tool. Back to Sheik, her Needles might have been bad for everyone, but they were not on the level of stupidity that Falco's was.
The intent for Sheik might have been to give her a "Din's Fire" or a projectile of her own to parallel Zelda sort of like how ZSS has a tether grab like her armored form, Samus... Could you all imagine the beast ZSS would be with a normal grab? Anyway, Sheik's projectile was probably supposed to interrupt and give her some ranged capability while having the charge time be the punishable part of using Needles. Oh, and needles or senbon are kinda ninja-y. Good in theory, but the problem comes when you look at Sheik as a whole. She is fast and that alone creates a problem since the end lag means nothing when she can rush right in while you're still in or recovering from hit stun. How do we fix this without butchering her projectile? Longer charge time won't do much when she can still wall you out, find time to charge or just use partially charged Needles. Decreased damage won't do much since only Bowser could power through them with tough guy if they only did 1% or less. Increased end lag might work, but too much and she ends up like Falco, a sitting duck. Set knockback or lowered knockback could work as they would still interrupt and annoy people. Less range could work as well, but that might not stop Sheik from setting up a range where she will screw you over every time you step into it.
There is one question: why is her Needles being left alone? Is it because they don't know how to fix it or is it because it's actually not a big deal? Needles are annoying, but they're not on the level of Brawl Falco Blaster annoying. Duck Hunt's projectiles at least have knockback to send you up and somewhat away from them while Sheik still needs to charge and take "breathers" between Needles, but Brawl Falco? Set knockback, extreme range, and he doesn't need to stop auto-canceling lasers to lock you down. He will slowly drag you to the ledge and laugh. He was a goddamned prick in Brawl.