How are you guys dealing with ZSS? I would say that overall that is the biggest problem matchup for me. Can't seem to catch her at all, and her ranged moves keep me from playing aggressive. Playing the baiting/punishing game hasn't gone too well for me, she seems to have really good movement and rushdown capablities
My training partner mains ZSS, so I know all of her frame data by heart and can punish her every move, essentially- So, my opinion really shouldn't matter, but she's not a big problem for us. She's kind of slippery with her Down B, but everything else she has is counter bait, at the very least. We have a good amount of punish options against her, and all of her moves have very visual startups (even if they dont take long to pop out) so you can easily switch gears and punish what she is doing quickly. She can combo us a little, but we out prioritize everything (I think) she has in the air and with some apt timing we can juggle her no issue (don't let that dair scare you, you can easily stop it with any aerial if your timing is right.) Other than that, its insanely easy to SH fair over her paralyzer shots, you can even reliably SH SB over them. I don't know if she has enough time to shield or not between the paralyzer being fired and your SH fair/ SH SB, but I'm pretty sure she doesnt. Use that to your advantage. Otherwise, bait her into attacking your shield and use your OoS options against her, and try to dash grab/pivot roll cancel grab her and throw her around.
We shouldnt have many problems with her at all, honestly. Other than my training partner, I've never had a problem against ZSS. He can kick my butt though, if I'm not super careful. (Ofcourse, he knows me really well, and he's the slightly better player.)
As for Robin as a bad MU? No. Just absolutely no. You can bait out most of his attacks with no harm done to you. You can either counter or shield his smashes and make him whiff his smashes with clever spacing and some apt dance moves- leading to his best option (K.O. or otherwise- the Levin Sword-) going away for a bit. After that, he's Marth food. He's so slow and easy to juggle, and you can pull off certain attack chains as if they were full on combos with him most of the time because he's just abysmal to get up (maybe it has to do with his weight?) So knocking him around is no problem. His projectiles are almost a joke, because thunder requires atleast a little charge to be particularly useful. If he wastes his tome spamming regular thunder at you, he loses another one of his better options. Arcfire can be shielded safely, jumped over, countered, dodged out of, etc. It can lead to racking up some damage if you aren't careful, though.
As for Palutena, with default load out she is pretty well garbage. Her projectile is really hard to land, so its really easy for us to dodge. Other than that, shes able to be juggled and none of her smashes or tilts are very scary. Her aerials almost shouldnt be mentioned they're that bad against us. I cant think of a single Palutena I've lost to, or even had trouble with. Custom Palutena may be a different story, though.
Outside of them- Lucario is particularly difficult for me to deal with. He's really easy at first, but once his rage builds up his recovery is too damn good and his specials are all much scarier, including his counter. It makes him hard to approach at higher percents.
Good MU's- Dededee and Charizard.
DDD is really really really easy to juggle, its laughable how easy it is to reflect his Gordos, his moves have some start-up lag to them so they can be punished pretty consistently, and other than his up B, he really lacks anything even remotely scary to use that he can consistently use. The Down B can be countered, though.
Charizard is as easy to juggle, and he's twice as easy to kill because his recovery is laughable. Its about as bad as Macs, if not as bad as it. His strongest move has start-up lag, so it can be countered or shielded no problem. His smashes and such arent much to worry about, as they have pretty bad range.