Considering I prefer alternate movesets to still play largely the same as the original? I vastly prefer how custom moves are. Palutena and Mii Fighters had the mechanic of "unique" alternate moves to separate them too. And they suffered for it far more than anyone else, as well. As they had no clear playstyle, nor one that was easy to work with for tournaments.
Grinding for them wasn't too bad, as I found the latest Target Test honestly fun. But why could you get multiples of the same custom move? That was stupid. You could sell custom parts, and having more than one of the same kind allowed for unique enough stat builds, so that was actually not an issue. Albeit, it's the only time that kind of Target Test actually combined well with the latest big game mechanic. Otherwise, it was a fun thing to do on its own... save for Brawl, which got boring fast since there was only five, not really giving you any reason to explore how a character plays(it does work in 4, because you needed to figure out each angle to properly get the hit in to hit the right targets, especially whatever drop it was, being trophy or custom pieces).
Likewise, the drop rate for Trophies was godawful for new ones. You had a legit chance in Melee, though small, via the lottery machine. Here? You had to play that annoying break the box mini-game over and over for a new one to show up. Hopefully. I had less trouble getting new custom moves... Even Stickers had a better rate(albeit, Trophies in Brawl were hard to get, period. A very poor design choice as is).
But since bringing 'em back is not just a chore, but there's no good way to grind for 'em(Target Blast coming back would help) to begin with, the only real use is reusing a few for some Echoes as much as possible. Daisy would actually feel worth the addition besides, well, for the fans. Having a gameplay difference is nice, but it's nicer when it has even a tiny impact or more. Dark Samus would be the only other one who could benefit from this, actually. Richter has nothing to really look at.