Screwing around with his weight would have just been needlesly complicated, not to mention, somewhat unbalanced (Though I guess Mewtwo could have used the help) You kind of have to pick one or the other really, and they went with the light, floating approach, which is probably a better representation of the character anyways.
We've already been shown that light and floaty is a bad combination with both Zelda and Mewtwo. Besides, how the hell would increasing his weight complicate things? It's not like Mewtwo is making himself lighter as he floats so his weight is still the same. It's not a good representation of his character either. It's not like he's the size of Mew which would be where it'd make sense. He's 270 pounds. He should weigh quite a bit.
As for the tail attacks, this is seriously just nit picking for no good reason. In most cases he uses psychic powers in conjunction with the tail swipes, which is pretty much the same as what Lucas does. It honestly doesn't make that much sense to me that you can be okay with his moveset's portrayal of a psychic but not Mewtwo's. Heck, the comment about having tilts and air attacks looking like Smashes is pretty much a no go as it is, since generally Smash attacks are meant to be powerful (looking) and for Mewtwo they are (As I said, this applies to looks)
At least Lucas' tilts and such actually look impressive, like he looks worth playing. Mewtwo's don't look all that enticing.
Anyway, I'll post up those movesets, but this time completely different from the past ones.
Ness strikes me as a character that wants the opponent within his range due to his PK Fire and his small size. We've also seen that he's good with some close range moves like his FAir. Here's a special moveset that compliments his normals:
B: PK Flash
Pretty much the same as before, but better control so it has the freedom of Din's Fire. Low damage, but significant hitstun.
Side B: PK Rockin
The same as PK Fire, just a different look.
Up B: PK Teleport
Works like Mewtwo's teleport for the first part of the attack. However, the second part functions like a slingshot. For example, if you PK Teleport Ness to the right, he'll come out from the right launching himself towards the opposite direction. This attack, as to be expected, is not as strong as PK Thunder Cannon, but still works as a solid combo finisher.
Down B: PK Magnet
Unlike its current use as a projectile absorber, this move acts more like a magnet. When using this move, Ness can pull in non-blocking opponents to him from both front and behind, but this applies to characters on the ground and he cannot pull in characters that are in PK Rockin so as to prevent an infinite. When the move is complete, Ness has a couple of seconds to follow it up with another move, particularly PK Rockin.
Final Smash: PK Rockin Omega
Ness creates a large explosion of PK Rockin that can kill very easily at 70%+
Lucas, unlike Ness, doesn't want the fight brought to him. He would rather get into the fight himself when the opponent's off guarded.
B: Salt Water Gun
A chargeable projectile, this move has no knockback, but the salt in the gun leaves the opponent with hitstun. If the move is done in the right place at the right time, this move lets Lucas get in and start attacking.
Side B: PK Love
Like Ness' PK Rockin, this move is just a different look for Lucas' PK Fire. This used to keep the opponent away from Lucas.
Up B: Hinawa's Pigeons
Hinawa's mesenger pigeons raise Lucas up in a similar fashion to Snake's Cypher
Down B: PK Ground
Remember C. Viper from that one video I posted a while back? Basically that. Used as a combo set up.
Final Smash: PK Love Omega
Pretty much Ryu's Hadouken related Supers and Ultra. This move hits its opponent multiple times before a final, high knockback hit.
What do you guys think?