Ganondorf is extremely fun, and I think he's half right on showing off what the character can do, but has some weird stuff, and doesn't explore him fully. Volcano Kick has very little point to it since Warlock Punch exists, and is way flashier for a "haha funny slow move". He also has almost 0 options for dealing with zoning, and while that should always be a weakness of the character, he should at least have
a good option, even if it's a risky one. I like MockRock's suggestion of making Wizard's Foot projectile invincible. Wouldn't help him against Min Min, but that's a Min Min problem. Beyond that, I think giving him a nerfed version of Peach float would be neat. Definitely don't give him float cancel aerials, but giving him some air stalling capabilities would be cool. Don't make it his neutral special though. Mods seem to do that a lot, but I don't think that would feel all that great to play.
Make the command menu pop up on top of Hero as well as over his UI, and add icons. Beyond that, I'd be interested to see the mechanic reworked slightly, taking inspiration from Asuka R# and allowing him to store command options or something. If that doesn't work, then I'd be fine with just the changes from my first sentence.
Please do something with the dead buttons duo. Characters should not have special moves that aren't useful in any context, including casual play.
I imagine the state he's in is because Copy Abilities ruin everything. Even so I'd at least like Inhale to be a functional move outside of casual play. Let him combo into it or something.
Little Mac is weird. His ground game isn't actually better than everyone else's, but it does feel like it is, so people are incentivized to camp him, and he straight up loses to circle camping. Aside from tightening up his ground game, I'd say give him a way to meet opponents on platforms that isn't just burn your double jump and hope they don't stop you.
A little weird to see him popping up, but with Rage being a thing I guess it makes sense. Honestly the move set itself is solid, it's Aura that's causing problems. From what I've been told, it was perfectly fine in Super Smash Bros. Brawl, but ruined by the extremes it went to afterward. If you wanted the extremes, I'd make it so that Lucario is really good at comboing at low percents, and sacrifices combos for raw damage at high percents when you'd generally want that K.O. power anyway (doesn't quite work if you're behind but eh).
With readability issues and mechanics that incentivise killing Pikmin, Olimar has some big problems. My only idea on how to help with one of those problems would be a new up special: Pikmin Rocket. The backpack the captains wear turns into a rocket belt looking thing, and after a slight delay, launches them upward (could have a hitbox, could not). The more Pikmin you have, the higher you go.
OK we've had so many tap = this and hold = that moves that Spin Dash and Spin Charge being two separate moves feels super freaking dated. If you must keep both, just have him hold the button for Spin Dash and rapid tap it for Spin Charge. After that, I don't really know what to do with him exactly, but you'd probably have to also do something else. Hit and run makes sense for his playstyle, but his ability to stop approaches by curling up into a ball is really silly, and that's on top of being able to disingage super quickly.
I actually like Monado Arts. If you wanted to make a change to them you could, but I think they work pretty decently as they are. There are a lot of thoughts that go into this, so if you want I can elaborate, but for now I'll just say that my only hang up is that Vision is kinda boring compared to how it works in the original game. There's not too much that can be done about that though.
He tries to emulate Kirby bosses, but only takes the part where they do chonky damage and are slower than cold molasses. Unsurprisingly, he's got just about only one tool that can be considered good and even that is a double edged sword. I honestly feel like King Dedede should have a great neutral as a swordfighter, but make it really easy for him to overextend, and extremely punishable if/when he does. That way he takes the dynamic of Kirby Bosses who throw out huge and uncontestable attacks, but leave themselves wide open when they miss.