*Can't sleep, killing time, lurks, finds thread, gives 2 cents- the story of this post*
I play G&W. TBH I don't know the Samus MU with G&W because nobody around plays her in armor so I'll tell you general G&W stuff. Any objections lady?
G&W's smashes are slow but strong a good setup for G&W to hit is after Dthrow. Samus can get away by tech-rolling but G&W can still make good reads or punish mistakes. Just don't miss the tech, G&W's throws look alike but he'll probably Dthrow.
G&W's crouch/duck is low and can duck many of Samus' projectiles/Zair if shot from the air. His Dtilt starts frame 6, is used for quick spacing and hits deceptively above and below the visible manhole. It's very good to stop planking with; G&W can also dash attack to stage spike ledge stalls and lingering on the ledge.
Dtilt's deceptive range
http://www.youtube.com/watch?list=PLDC7F8FD99C40C4DB&v=bn0iNztJ03Y&feature=player_detailpage#t=161s (this threw me for a loop many times before I learned G&W)
G&W's intercepting game is great. Samus can survive a long time but she's a big slow target and G&W can go far above or under the stage quickly, hit with a disjointed attack like Fair or Dair and recover. Be very careful, especially with tether recoveries because G&W can be aggressive offstage. Be aware that G&W's UpB is invulnerable during the first third of its rising about. It'll go through Samus' Dair.
Samus' missiles and Zair can't be bucketed and she can hold a charged shot (use it to punish) which gives G&W trouble approaching. He will get in though and his disjointed Fair/Bair can beat missiles. Samus' Zair is her best tool in this MU IMO.
Beware G&W's Nair it hits around him (the fish are the hitbubbles) and can juggle for 17%; it's great for approaching from angles that aren't from the side. Uair has big wind boxes that can probably juggle a floaty character like Samus pretty well. G&W can 2nd jump after upB if he saved it and attack so it looks like Samus' strong area is lined horizontally with her and G&W is strong juggling or approaching from an angle.
G&W's smashes are crazy powerful and last a long time. He punishes lag/dodges/good reads with them. Usmash has head armor like Mario's Usmash so don't challenge it. Despite all this it's hard to land smashes and G&W's main KO move is Fair which can be SHed OoS. More KOs come from G&W's good air and intercepting game than actual power; recover smart and don't count on weight and recovery distance to save Samus. Precise aggressive intercepting G&Ws are a real pain.
G&W's light but he can bucket break
which cancels all momentum. I survived ROB's Dsmash at 163% (wrong aerial too :/) so don't think G&W will go up and die like Jiggz. He's light but glass canon seems to downplay G&Ws bucket breaking and great recovery.
G&W can be evil on Brin and RC, you should probably ban Brin. He does well with platform poking so stages like BF would be bad for Samus.
I've only played the wifi version of this MU. With that said, +2 G&W IMO.
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Off the record, kudos for sticking with a low tier. I main Link, myself
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