There's not much I can say about gameplay. The character design was very polarized, and the PMDT feels that having characters that are very lopsided in matchup spread isn't something we should just leave be. So we went with a design shift. I'm sorry you don't like more traditional Smash mechanics, but we felt this route was better for the character and better for the game as a whole.
I'm
really tired of this PR nonsense.
The playstyle changes utterly fail to address her polarized matchups and only clumsily address the lone "polarization" in her moveset that actually falls under the disputed changes - something that would have been better described as overtuned at best, rather than polarizing. That word has been thrown around far too much lately. Completely neutering it was not your only or even best option.
The grab change straight up does not do any of the things you've claimed it was intended to do in any way that actually improves the character on any meaningful level. All it does is simplify her gameplay in a non-productive manner, which as I've stated previously runs contrary to the stated goals of the PMDT. It should be reverted. Furthermore, this would pave the way for broader options in regards to handling paralyzer and potentially her design as a whole.
Justifying the mechanics changes as "because Smash" is incredibly transparent. This is the same series that gives us frame 1 attacks that you can JC on frame 4, autocancelable projectiles, the ability to float, 2-in-1 characters, a character with a unique shield, attacks with invincibility on startup, attacks that kill from 30% on frame 1, attacks that can spawn items, attacks that refresh your double jump, etc... Oh, and we're playing a mod that introduces a highly useful airdodge cancelable projectile, attacks out of teleport, items as an aerial movement tool, a character that cancels attacks in various unique ways, the ability to self-heal with and without interaction with your opponent, jump cancelable burst movement, etc and you're telling me
this isn't "Smash"? That's arbitrary at best and smacks of rationalization.
Implying a broad dislike for "traditional" Smash mechanics is deliberately misleading. Liking ZSS because she fills a niche implies only that we appreciate her unique elements, not that we dislike what other characters bring to the table. You might as well say that Ness or Yoshi players hate "traditional" recoveries, it'd be just as nonsensical. What happens when you start considering usage of multiple characters?
The arguments presented in favor of these particular changes have been very underwhelming (responses regarding dair, dsmash, nair, etc have been far more productive and engaging, for what it's worth), as have the responses to efforts to explore alternatives. I suspect you made the change at least in part because normalization simplifies balancing (though this was not well addressed either, at least not by changes to ZSS herself), and quite possibly due to internal factors that clash with the goal of maintaining ZSS's core design. These changes were
not made because it was in the best interests of her design or of the game as a whole, and the end result shows it.
I will reiterate my earliest thoughts on the matter: Zero Suit Samus' unique traits are integral to her character identity and contribute favorably to the game as a whole by promoting a unique, elegant, and non-degenerate playstyle. Subtle changes would have adequately served all parties as well or better than completely rewriting the book on the character as a whole.