So... I know it's wifi so it's not the best place to judge, but based on recent matches I feel like Lucas is just outclassed now. He was built around having a bad grab but great pressure to make up for it. Now he has a worse grab and okay pressure. His lack of range makes him unable to pose any threats to most of the cast played by anyone competent, and his projectile is a joke.
Everything I throw at opponents gets CC'd, or shieldgrabbed, or it trades, or the opponent's move just plain outranges me. He has very few good CC options himself, and paired with a lack of range I feel he gets pressured extremely easily. His weight is really good for comboing because he falls quickly, but not so quickly it gives the opponent little time to react to your reaction. That allows for some heaving hitting, slower moves to take their time to come out.
Don't even know if I care anymore though. At least in Mario Kart 8 it's clear cut who's good and who isn't. I don't have time or patience for this anymore.
I'm sorry you feel this way. I can only half agree with what you are saying.
Bad grab: frame 14 (jump cancelled) which is equivalent to his Fsmash timings. Down throw can be combo'd / chain grabbed with at low % and has a link into kill moves at higher %. Back throw is a great mixup and Upthrow guarantees kills around 130-145% on most characters.
His throws definitely make up for the bad startup on grab. There's multiple setups that link into grab. It shouldn't be used raw in neutral.
Pressure: I'll agree somewhat here. His Nair & magnet are still great for shield pressure, just not free or broken anymore. Dtilt pushes shields back decently and Ftilt is safe on shield when spaced out.
As for pressure in general, I've had opponents get so scared into shield they almost broke it without me even throwing out a move because they feared my tech chase & magnet pressure options.
Lack of range: I'll admit that magnet & fair being his largest, quick / aerial disjoints are considerably much smaller than other chars. Luckily, his frame data is crazy with frame 4-5 aerials and very low end lag. The nerf on Fair is very frustrating and uncalled for, but still a good move.
The projectile isn't free and can be punished. If you land a hit it's a free but confirm and you can easily build up over 50% from ONE HIT. Falco's lasers can also be punished due to super low hitstun and startup time. Be less predictable and space them out. It's safe in neutral if you aren't trying to use it right next to a shielded opponent.
As for being CC'd, shield grabbed, or always trading, here's my advice. Learn your low % combos better. Watch how myself and Neon build up % safely. Nair -> Dtilt if approaching head on is hard to CC. Dtilt is a great CC move being frame 4 with a good hitbox and knockback.
Being shield grabbed shouldn't happen much if at all. Learn to cross up opponents and be safer on your spacing. Your magnets might not be tight in timing either. Dair & Uair are unsafe on shield and Fair is only good with the sweetspot. Nair is almost always safe. I used to get shield grabbed all the time until I finally learned to be safer.
Trading hits means you were too slow getting your attack out. Try baiting the opponent first and making them whiff then punish, or predict their attack and throw out a move before they do.