Even though voting has ended (and we generally know who will be added into PM if you know what happened during 3.5's release), I still want to insert my two cents on how K. Rool could be implemented with a move-set that could possibly work. I'll start off with analyzing what was said in the OP.
Moveset - It's been suggested that K. Rool can use Dedede as a base. However, Dedede is a little too unique for K. Rool, starting with the floating and the hammer. While K. Rool has used a blunderbuss, it does not work at all like a hammer. It's been suggested that he can toss Kremlings instead of Waddle Dees, but that seems far-fetched. K. Rool has a whole host of unique moves, including shooting cannonballs, using his blunderbuss as a jet, and throwing his crown, to name a few. Unfortunately, these moves could be too unique to be implemented in a mod.
Now as we all know, not everything a character has done in their own games will be pulled as source material for a move-set, and with this being a mod with balance in mind the PMBR is very limited to what they could do, however, I think I may have formulated a move-set that could possibly work without screwing over balance while also not seeming to be a too far-fetched move-set.
King. K Rool has appeared in many DK games, the DKC trilogy and DK64 is mainly where most of his moves can be pulled from as source material. Those moves could be:
The crown
Blunderbuss
Propeller pack
Canonballs
Misc. moves from the DK64 Boss fight (That charge he does in the last phase [round] of the boss battle, or those shock waves he causes by jumping and landing on his bottom)
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- Now as the quote above says, King K. Rool pulling Kremlings and throwing them could be far-fetched, but anybody who has played the DK games know there are a variety of Kremlings, now what's coming to mind as what Kremlings could be tossed are the Klaptraps:
What I'm thinking is that K. Rool could toss a Klaptrap and it would walk around on the floor and when it comes near an opponent it jumps up and chomps on the opponent, they'd most likely do this in a similar fashion to how they function in Jungle Japes.
Now for the second enemy, I was thinking a Zinger (But to be fair, Zingers and Klaptraps have significantly different designs and functions in comparison to the Waddle Dee and Waddle Doo duo, and may prove too difficult to implement, I'd then start to suggest having a red colored Klaptrap that does more damage but less knock-back and has a fire effect after chomping just for aesthetics):
Now you may be thinking that it seems pretty far-fetched for K. Rool to throw Zingers, but if you didn't know, the Krazy Kremlands from DKC2 has hives and levels that are home to the Zingers and King Zing is a boss in this area. Now as we all know in the Mario universe King Goomba has his own troops just as Bowser but even then the Goomba's still work under Bowser and have affiliation with Bowser and his troops and Goomba's are also treated as if they are Bowser's troops (which they are), we could assume this relationship is also applied to the Kremlings and the Zingers and wouldn't seem too far-fetched that he would toss out a Zinger once in a while. After being tossed the Zinger would remain stationary and disappear after staying in the fray for a while, and if an opponent makes contact with a Zinger it gives edged damage and has medium-low knock-back, but there's a catch as to why it's stationary.
- Kaptain K. Rool's Blunderbuss, now I bet you're wondering how could this be implemented when attempting to implement cannonballs (projectiles) are an obstacle that can't be overcame (at this point in time) since it's impossible to replicate the articles of a projectile? Well here's what I'm suggesting, why not make his blunderbuss function just as King DeDeDe's neutral special? It has the ability to suck up objects and opponents and the proof is he performs this in DKC2, although K. Rool while holding someone in his blunderbuss would be able to move faster than DeDeDe while holding someone in his stomach, but here's the twist, why not let it have the ability to blow also? The function of blowing is what I was alluding to about the Zingers' "catch" for being stationary, it could be possible that you could use the blunderbuss' blowing ability to put distance between you and your opponent by making the Zinger move forward after blowing it. The blowing function would also have the properties of Palutena's down and side smash attacks by having a wind-box. The blowing on the blunderbuss would function similarly to how you would make Snake move during the middle of his grab animation. You would activate the blowing function of the blunderbuss by holding neutral special and then press <-- or --> on the D-pad depending on which way you're facing. While blowing you are unable to move.
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- The only thing I can see as being K. Rool's up special is his Propeller pack used in DKC3 as Baron K. Roolenstein, but the propellers would cause damage obviously.
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- King Krusha K. Rool's charging move, in DK64 on the last phase (round) of K. Rool's boss battle you'd use Chunky Kong and make your way to the barrel that would make Chunky grow to the size of K. Rool. Once you were K. Rool's size K. Rool would charge at you at full speed. I'm thinking this could work like Wario's PM side special but except its chargeable, slower, but hits incredibly hard.