Wisp is currently my favorite character, but I have a few qualms that might help with its viability. Most of them involve ways to help wisp overcome its kill problems while still keeping it as a uniquely fresh and fun character. =D
(Also, I think this character will probably work best in Brawl+, and I've only used it in B+ so far, so I guess these are based off of my experiences with it in B+. <<)
Firstly, I think fair has too much cooldown. At first, Wisp seems like a great Wall of Pain character, but when you actually try it, fair won't let you pull it off because you fall too far before your next one and they have time to recover. I think it'd be better if you made it with less cooldown so you could act sooner and possibly chain them, which would definitely be a huge help to it. It doesn't need THAT much of a speed buff, probably just a few frames to allow it to stay level/ascend slowly with fairs like Jigglypuff. Giving it a real wop would definitely make it viable. Honestly, when I first tried Wisp, I thought it was going to be a wop character instead of a character who runs away, but it turns out it's only slightly off, which means Wisp has a very thin offense and followup game after landing that fair. WoP's are fun, as well as few and far apart, so we should give Wisp one to keep with its aerial superiority. Since Wisp's approach game is fairly bad as Ampharos said, it should at least have a great reward for landing that short fair.
Thirdly, I think Dsmash and/or Up B both require more wind and possibly reflector status to aide their use. It'd be pretty unique and possibly improve both of their viability. You might also want to pump up Up B's wind box way up to the max or something so that it can actually push away people in the air/offstage, allowing an up B edgeguard to become kinda possible, and allowing it to repel foes who attempt to approach via the air instead of having it so anyone could just jump through. Perhaps you could manipulate the wind boxes to only affect aerial opponents instead of only affecting ground ones? This way it'd be sort of balanced as you could approach grounded easily, but you can't use aerial approaches (or projectiles if you like the reflector idea). Doing this makes more sense, and adds a unique and fun way to shut down aerial-based approaches and many recoveries.
Also for lulz you could put a sweetspot somewhere near the tornado's inner walls that rockets them straight up if you feel like being corny, but that probably won't fly if he's going to be a serious character. :<
I think it would also help to buff the throws by giving uthrow possibly less base knockback for combos, swapping out bthrow's trajectory with fthrow or dthrow (I mean give fthrow or dthrow what bthrow's trajectory was supposed to be, because both are pretty bad as they are now), and make Bthrow kill at like 130 or 140, giving a viable use to a really cool looking move and making landing that unique grab worthwhile, as well as helping with Wisp's kill problems, because Wisp's Bthrow's animation is just so awesome that it should have a good use, while keeping with its wacky grab silliness. Thenagain, a killing throw might be too good if the character already has a wop, so otherwise maybe the throw could instead send at a very low angle but with medium knockback to promote edgeguarding,
DownB with a stored charge mechanic + closer = more power probably is the best idea to buff it.
Ftilt might also be very fun with a bit less cool down, allowing you to start comboing someone in front of you backwards, which is a very unique twist.
If the dsmash wind/tornado reflector doesn't fly, you might also be able to get away with messing with an aerial down B to allow a reflector of some sort. maybe you could use an aura sphere animation to appear like a shield while you use it. It might even work as an absorber. I might be thinking too much about this, but I just think that Wisp is a character who feels like she should be able to easily sap away any advantages that one gets from other energy-based stuff and fire, being an energy entity.
In short, I personally think wisp should have a WoP with fairs, a killing bthrow, an aerial-stopping tornado, some sort of reflector/absorber, and a ftilt that has less cooldown to allow chaining into bairs/reverse fairs.
If only one idea gets accepted, I really think it should be the wall of pain fair. Wisp is a character with average to below average range, the lightest character, has absolutely no way to shake off pressure, and has multiple horrid moves with extremely situational use, combined with horrible potential to outright kill people. If you give it a wall of pain and promote it becoming a wonderful aerial fighter by focusing on various setups and tools to channel its fantastic affinity towards offstage harrassment, then it suddenly becomes a wonderfully balanced character who is not only viable, but incredibly fun and unique, as well.
On a side note, you're amazing for making this very fun (casual? maybe not for long?) character.
(Also, I think this character will probably work best in Brawl+, and I've only used it in B+ so far, so I guess these are based off of my experiences with it in B+. <<)
Firstly, I think fair has too much cooldown. At first, Wisp seems like a great Wall of Pain character, but when you actually try it, fair won't let you pull it off because you fall too far before your next one and they have time to recover. I think it'd be better if you made it with less cooldown so you could act sooner and possibly chain them, which would definitely be a huge help to it. It doesn't need THAT much of a speed buff, probably just a few frames to allow it to stay level/ascend slowly with fairs like Jigglypuff. Giving it a real wop would definitely make it viable. Honestly, when I first tried Wisp, I thought it was going to be a wop character instead of a character who runs away, but it turns out it's only slightly off, which means Wisp has a very thin offense and followup game after landing that fair. WoP's are fun, as well as few and far apart, so we should give Wisp one to keep with its aerial superiority. Since Wisp's approach game is fairly bad as Ampharos said, it should at least have a great reward for landing that short fair.
Thirdly, I think Dsmash and/or Up B both require more wind and possibly reflector status to aide their use. It'd be pretty unique and possibly improve both of their viability. You might also want to pump up Up B's wind box way up to the max or something so that it can actually push away people in the air/offstage, allowing an up B edgeguard to become kinda possible, and allowing it to repel foes who attempt to approach via the air instead of having it so anyone could just jump through. Perhaps you could manipulate the wind boxes to only affect aerial opponents instead of only affecting ground ones? This way it'd be sort of balanced as you could approach grounded easily, but you can't use aerial approaches (or projectiles if you like the reflector idea). Doing this makes more sense, and adds a unique and fun way to shut down aerial-based approaches and many recoveries.
Also for lulz you could put a sweetspot somewhere near the tornado's inner walls that rockets them straight up if you feel like being corny, but that probably won't fly if he's going to be a serious character. :<
I think it would also help to buff the throws by giving uthrow possibly less base knockback for combos, swapping out bthrow's trajectory with fthrow or dthrow (I mean give fthrow or dthrow what bthrow's trajectory was supposed to be, because both are pretty bad as they are now), and make Bthrow kill at like 130 or 140, giving a viable use to a really cool looking move and making landing that unique grab worthwhile, as well as helping with Wisp's kill problems, because Wisp's Bthrow's animation is just so awesome that it should have a good use, while keeping with its wacky grab silliness. Thenagain, a killing throw might be too good if the character already has a wop, so otherwise maybe the throw could instead send at a very low angle but with medium knockback to promote edgeguarding,
DownB with a stored charge mechanic + closer = more power probably is the best idea to buff it.
Ftilt might also be very fun with a bit less cool down, allowing you to start comboing someone in front of you backwards, which is a very unique twist.
If the dsmash wind/tornado reflector doesn't fly, you might also be able to get away with messing with an aerial down B to allow a reflector of some sort. maybe you could use an aura sphere animation to appear like a shield while you use it. It might even work as an absorber. I might be thinking too much about this, but I just think that Wisp is a character who feels like she should be able to easily sap away any advantages that one gets from other energy-based stuff and fire, being an energy entity.
In short, I personally think wisp should have a WoP with fairs, a killing bthrow, an aerial-stopping tornado, some sort of reflector/absorber, and a ftilt that has less cooldown to allow chaining into bairs/reverse fairs.
If only one idea gets accepted, I really think it should be the wall of pain fair. Wisp is a character with average to below average range, the lightest character, has absolutely no way to shake off pressure, and has multiple horrid moves with extremely situational use, combined with horrible potential to outright kill people. If you give it a wall of pain and promote it becoming a wonderful aerial fighter by focusing on various setups and tools to channel its fantastic affinity towards offstage harrassment, then it suddenly becomes a wonderfully balanced character who is not only viable, but incredibly fun and unique, as well.
On a side note, you're amazing for making this very fun (casual? maybe not for long?) character.