This goes back to something I have said before.
Zelda needs either a true rework or significant buffs. A partial rework with partial buffs would be nice.
I don't know about anyone else here, but it's getting pretty tiring having an aerial that is completely and totally outclassed by that same exact aerial. I think they should just significantly buff fair's sourspot damage and knockback, seeing how its sweetspot is already inferior to bair. It wouldn't make for a good approach, but it would give Zelda an option when you can't nair your target. You know those times when you know you can get a hit on someone, but you know you can't actually sweetspot fair and they're too far to nair? Yeah...
Also speaking on aerials, why did they nerf nair's damage? 11% for hitting with the back isn't too bad. 7% for hitting with the front part of it is horrible, considering sourspot kicks do like 4%. It did 14% in Brawl if you hit the whole thing, and it's good at catching airdodges, so you don't always see that damage. Bring it back. As for uair, why they decided to gut the killing power on that is totally beyond me. It only does 15% now, which I'm ok with, but I think it kills at least 30% later now, if not 40%. If it was too strong, I still say letting it kill 20% earlier wouldn't be bad.
Ftilt was bad in Brawl and Melee, but at least at low %s they were usable with the launch direction. Right now, the only reason you should use ftilt is to angle it upward for approaches, and that's only because Fsmash is absurdly unreliable. If Fsmash actually 100% of the time hit opponents properly, I would call it a pretty solid attack... but it isn't! So that unintentionally gives ftilt a purpose. Her ftilt is like a strictly worse version of Ike's ftilt. They need to either:
1) give it the old launching angle but significantly adjust the knockback on it so she can combo with Usmash/bair/nair at low to mid %s (while letting her follow up at high %s - but giving the opponents a chance to escape), or
2) completely delete it and give her something else entirely, preferably something that covers her more laterally.
Speaking of Usmash, it's horrific. It was pretty crazy in Brawl, yeah. They need to bring some part of it back. Either increase the range, increase the damage, and/or increase the knockback a little (like... killing 10% sooner). Personally I would rather get the range and knockback returned. With uair being gutted and her other flaws, Zelda really isn't scary to be above anymore.
The phantom needs to be able to be charged up and held. Let it work the way it does now, and if you don't release it after the full duration, she stores it instead. Din's is going to be hopelessly bad forever, unless they rework it like PM. I am not going to touch on ideas for that, because anything would be better.
Jab still kinda sucks but it isn't the worst move. Her grab & pummel, Dtilt, utilt, Dsmash, Nayru's, and Farore's are fine.
Let either B-throw or U-throw kill at a legitimate %. Not talking Ness B-throw level, but say... 130% middle of Battlefield, let either of these kill. I will gladly take a damage nerf on her throws just to have this. I feel she has strong throws because magic/force characters in general (Ness, Robin, probably Mewtwo... Lucas in Brawl) tend to have strong throws, so I don't see why she can't have a kill throw.
Give her a bit more speed on the ground and in the air. Just a little more. I get being slow is a legitimate weakness. I still think she needs just a little more to feel like a full character.
... That's all I've got for now.