For our movesets too; remember as general rules of thumb for shines:
-If you think you will be using the reflector properties of shine more than the windbox (To get out of attacks, gimps, etc) use normal shine since it has the multiplyer. Otherwise use wind shine. Examples include villager, Duck hunt, and ROB. In most of these kind of matchups (ROB being an exception), Laser 1 tends to be good choice to complement shine 1 to help mitigate the spam.
-If its a projectile heavy character with a gimpable recovery, you can use either shine. You may want to opt for the extra reflect damage, or you may want to be have another edgeguard tool. Examples include Link, Toon Link, and Samus. Like, with those 3, if they miss the upb sweetspot, you can short hop windshine them right before their upb animations end and push them just far enough away from the edge so they helpless fall to their deaths. Its a situational thing obviously, as they have to mis-space the upb (Or you predicted them trying to hit you with the upbs rather than going ledge), but its one of the several uses for the move.
-Vs Diddy, use normal shine imo because you can actually shine spike diddy for a kill by shining his up b before he's done charging. Its usually better to use nair against it, but sometimes you can go really deep down to get the kill, and if you would nair there you would SD. Use shine instead deep down to stop your momentum and allow you to recover.