I am not sold on the "susceptible to juggles" notion
Well, I'm not sold on the 'terrible air game' notion.
It's super annoying that everyone has latched onto three words stated by Sakurai a few times and accepted them as gospel without even fully contemplating what it might mean. Evidence points to Mac being a fast-faller, having a single jump and a vertical recovery with poor distance. Okay ... but so what? Fast-falling means his short-hopped aerials come out closer to the ground and he may even luck out with an aerial or two that autocancels if Fast-Falled quick enough. His Jolt Haymaker covers a large horizontal distance and possesses super-armor, giving us evidence that his recovery isn't quite the piece of tripe it's made out to be. And a single jump, fast-faller nature and predictable recovery never held Falco back in either of his two games, or Fox in Melee or 64.
What does Sakurai even mean by 'terrible air game'? That Mac cannot execute a Wall of Pain? True, but neither can a lot of people. That Mac a has a terrible, predictable recovery? I can see that the evidence points to that and agree to an extent (if Captain Falcon can work with his recovery in Melee, we Mac mains can work with ours). That Mac is terrible at edgeguarding? You'll have to show me his entire move-set before I'm convinced of that, especially since I'd be inclined to assert that his arcing hitboxes and super-armor to tank offensive recoveries give his side-smash alone a lot of coverage and egde potential. Or that Mac has terrible, weak, unusable aerials?
We don't know that that's what Sakurai means, and even if he did outright state that, in those words, I would STILL call bull****.
Weak aerials mean good combo potential on a fast-faller. Strong aerials mean good finishers. We've seen but a single one of Mac's aerials and we don't even know if it's his Nair or Fair, or how strong it is if it actually hits in a non-staged environment. (It is not possible for Mac to miss that aerial on WFT, and then immediately die. His player had to have fast-falled, wasted his jump and then waited a second to use his Up-B too low to actually recover from.) I expect Mac to have a 'poor air game' in the same way that Fox and Falco do, and not consistently repeat three words that we got, translated through an interpreter, from the man who, while he admittedly made the game, rated Meta Knight's power a 6/10 in the Brawl Strategy guide.
We just think and use characters differently. So until I see that every single one of Mac's aerials is weak, slow, has poor coverage and piles of landing lag, you're not going to hear me say that Mac has a bad 'air game' (which is in of itself a vague, undefined term.)
Additionally, Morbid: The existence of Mac's Up-B and his up-angled side smash alone make him benefit from platforms. Mac can use Up-B out of shield to get out of pressure and land on a platform to cancel his special fall; launch the opponent into the air with his jab launcher or up-angled Fsmash, chase them into the air with Up-B and then land on a platform faster than his target (since we know he is a fast-faller), ready to follow up with a finisher, etc. Already we can infer than Mac has a good vertical combo game. I'm willing to bet hard cash that Mac's a juggler.
And really, if his ground attacks are indeed much better than his aerials, don't you think that being able to chase opponents that are recovering high, or have multiple jumps, while keeping his feet on a solid surface would, once again, be *helpful*?
C'mon guys, this ain't that complicated.