I think we'll have to agree to disagree. I don't know where this design philosophy of yours stems from, but for me, I really depends on the final result. Does a character's moveset work tier-wise, it is faithful to the character and importantly, is it fun to play? That's all that really matters to me.
I don't know why there has to be a succinct phrase to describe a character's moveset, honestly. In designing a character, you look at what abilities they provide and
then look for a niche to fill, and design the actual moveset around that. Many characters simply add a niche for themselves.
The reason you don't find that coherence in fan movesets, because, let's face it, most of us are not professionals at this, and not everyone is a competitive player. That's why most fan movesets can come across as hodge-podge of ideas instead of being based around a single concept. This is a not a problem for Sakurai, and limitations in fanbase's imagination never was and should never be a barrier for Sakurai, (heck, it is part of the reason he's revered) and shouldn't affect chances.