Surprised not many people have brought up
yet. I feel like even though he received a few buffs such as faster f-tilt and a new dash attack, he still needs a LOT of help. Prepare for a wall of text (and a bit of personal opinions here and there).
Firstly and fore mostly, I want to talk about his B-air. It was bad enough that the total damage of this move (if all hits connect) was decreased from 15% in brawl to 9% currently, but it's landing lag has been doubled. Yes, doubled, from 12 frames in brawl to 24 frames now. I'm not one to complain about things like this, but they basically butchered this move to make it unusable in most situations. In a broad sense, this attack is no-where near as good as it used to be. Some changes I would like to see happen to this move would be to bump the damage up by 4% (giving each of the 4 hits 1% more damage, which would be fair since it has one less hit than before) and reduce its landing lag to
at least 16 frames (it is way too easy to punish this move with 24 frames of landing lag).
Next, I want to bring up his smash attacks and their power. His smash attacks as a whole have been butchered, which is not good at all, considering G&W is a 'glass cannon' type of character that relies on strong attacks to make up for his light-weight (he's literally the 2nd lightest character in the game, next to Jigglypuff).
I'll begin with his F-smash. Sure, if it's charged
fully it can pack a punch, but if it's uncharged, you can't kill normal characters until about +120%. Also, if you hit your opponent with the sour-spot (which makes up the whole 'stick' of the torch), it deals noticeably less knockback and damage, and most characters can survive until 130-150%. I'd like to add that the lingering hitbox (the flame, post-attack) was also removed, greatly hindering the usage of the move as both an edge-guarding tool and punishing dodges. I'll try not to be too biased when stating my personal changes (I am a G&W main after all, lol), but the lingering hitbox should return ASAP. It wasn't 'overpowered' at all, and from what I've seen it was used quite effectively when punishing approaches and keeping opponents at bay. If it were to be re-added into the game, being able to counter approaches would be much easier. I would also increase the knockback of both the sour and sweet spots, thus giving it more potential killing power (not trying to force the 'glass cannon' aspect, but his killing power being taken away is a MAJOR complaint amongst most G&W players).
Moving on to D-smash. Personally, I have little to no complaints about this move; it has decent killing power and great range (even better range than it had in brawl) as a whole. However, my one pet peeve about this move is how quickly the move's hitbox ends. In simple words, the hitbox comes and goes really fast, leaving G&W open to a plethora of counter attacks after using it. To fix this, perhaps an 'earthquake' effect could happen after the move is activated (ie: the ground surrounding the hammer heads has a hitbox which dies out shortly after the attack initiates). This would encourage opponents to keep a distance and carefully approach instead of just walking away from the attack like it's nothing. Plus, the attack already has quite a bit of ending lag, so it would be helpful if you were in close quarters with your opponent.
U-smash is okay as it is, it's a little weaker than D-smash but still gets the job done.
Finally, I'll end with a few minor complaints, but they're still worth mentioning. First of all, oil panic has way too much ending lag after collecting a projectile (a 72 whooping frames). As Kofu mentioned, the lag being reduced to something like 48 would be fair for both sides, opposing and defending. Secondly, G&W's jab needs to come out faster after it first hits. It is absolutely irrational that most characters can counter his jab with a N-air at low percents, considering that characters without a rapid jab don't suffer from the same issue (side samus, at least from what I've read). Lastly, U-tilt needs a greater range horizontally. It's good that it has a second hit, but the second hit doesn't even connect after around 20%. To top that off, it can't hit opponents unless they are almost overlapping G&W's hurtbox or if they're overhead, crippling its use greatly.
Again, I apologize for the wall of text, or if a few of my ideas don't make sense, but G&W is not the character he used to be. He's been nerfed overall, and most of the attributes like killing power and damage-racking that made him great before were taken away. Any critique or responses to my ideas are much appreciated.