I stand corrected on his down smash not being able to hit characters grabbing on ledge. I tried it with two players. Pretty hard though to do in a real match, though besides Having to distance it perfectly from a ledge. Though that's not my issue with his down b. He's the only one to have it on one side.
His weight only makes sense to you because that's the excuse the developers gave in Melee to balance him, but we all know how how that mess turned out for Mewtwo. And for some reason they made him even lighter in this game. I hope to God they were just doing a test run to see how he would do and to inevitably turn up his weight back to what he was in melee at least.
I don't think he is a perfectly balanced glass cannon at all. Not only is he light, but he is tall, so it makes him an easy target. Yes, he's stronger and has a faster dash speed, and finally a usable reflector and still a situational down b, but he has the same lag in hs moves, even lighter. If he was a "perfect glass cannon" imo, his moves would have less lag or connect more(down smash, forward air, up air) and if he had the same weight as he did in melee. As of now, I do think he is better than he was in Melee, but his lower weight is not justified. That and a few other things I don't like, and hope he gets patched. Up air, forward air, and up tilt need to connect better.
zelda has been awful for the last two games, and has a very diffrent gameplay style compared to mewtwo. Only thing they share is a similar up b and a slow fall speed, and similar throws.
Zero Suit Samus and to a lesser extent Lucas also have one-sided dsmashes.
Melee Mewtwo's awkward hurtbox (which his shield didn't even cover properly), bad techs, weak smashes
and two non-functioning specials hurt him more than his light weight ever did. Fun fact: every top tier in that game
is a lightweight.
Glass cannons by their very definition are kind of unbalanced, they can wreck you or get wrecked in return.
The thing is that in more traditional fighters with more static physics it's easier to create scenarios where the cannons
have unstoppable offence. P:M Mewtwo got a weight buff, but even his smashes aren't as strong as 4.
The developers of this game clearly wanted to make sure no form of abuse was possible, which is evidenced
by things like no invincibility on edge regrab, no true chaingrabbing and few lagless power moves in any measure.
Even so, Mewtwo has power moves that run the gamut from blindingly fast on startup (fair, usmash, disable if you factor the ability to start it in the air), next to no endlag (dsmash) or middle of the road in both (fsmash, dair). Uair is the only move
I agree could stand to be a bit faster, since it is intended as a combo move. Fair is pretty much the same as Melee in frame
data and hitbox size, but had it moved and it's knockback angle changed to make it more useful in general (it makes
it better at edgeguarding, and you can actually space it now). You can't use it like Melee, but that's fine because the old
way just wouldn't work very well in Smash 4.
tl,dr: If Mewtwo was a "perfect glass cannon" whose offense was nigh unstoppable and/or had weight approaching
that of a middleweight, he'd be insanely controversial.