The style to let Pit use many of the different weapons from a bow to blade and all there is interesting and I do like it a bit, though he'd probably be better with just a bow (or a different weapon) with a modified moveset, but then again, I can't complain bout the logic though, since Snake pulls a mortar and RPG launcher outta nowhere just like Wario does with his bike, etc.
For Smash 4, I always felt that Pit would get a buff and have quite a bit of changes, and even special improvements ever since Uprising came about, and here's part of my thoughts.
For those who know about Uprising, there are 9 different weapon types: Blade, Bow, Cannon, Claws, Orbitars, Palm, Staff, Arm, and Club, with different variations of each weapon. Each weapon class has different attributes that make emI felt that there could be a similarity to that before you start a Chapter in the game, you choose your weapon, or in this case, Pit can be the same in a specific way, where the weapon you choose will decide Pit's fighting style. Examples (small briefing, not complete):
-Blade: All about balance. Compared to the Bow, Pit is granted more meleeing range to allow him to space better. However, he lacks a reflector and his projectile has less range than the bow (although slightly stronger). Pit will be equipped with the First Blade (or Palutena Blade, haven't decided) when using the Blade selection.
-Bow: The default choice, which is about versatility, with the good ability to camp. A modified moveset compared to Brawl's, but style around harassing and camping with a bit of damage-racking remains the same. Pit will be equipped with the Palutena Bow as usual.
-Cannon: Revolves around power, a bit of range, and some area-of-effect attacks via explosive capabilities. Pit may be slower this time around (this includes slower gliding), but he now has more firepower and is heavier than usual. He has no reflector either, and must rely on average range and explosive capabilities to do the damage. Pit will be equipped with the EZ Cannon.
-Claws: All about speed and close-ranged combat, this grants Pit a speed boost, both in the ground and in the air (that includes gliding), and has the ability to wall jump. He, however, has no reflector or projectile (maybe the weak projectile with very poor range) to help him camp, is a bit lighter weight-wise and is easier to KO, and must rely on speedy aggressive tactics to claim victory. Pit will be equipped with the Tiger Claws when the Claw weapon loadout has been chosen.
-Orbitars: This weapon resolves around projectiles and multi-hit moves. For Pit, compared to the Bow, Pit has more projectile capabilities (able to shoot projectiles in more than 1 way), is slightly more mobile and lighter since he isn't holding a weapon (ironic since Pit actually moves a bit slower when using Orbitars in Uprising) than usual. Meleeing attacks are weak, but almost each of them are multi-hit moves for at least a bit of shield-pressuring capabilities. To KO best, Pit must rely on his stronger projectiles. He'll be equipped with the Standard Orbitars when the Orbitars weapon loadout is chosen.
-Palm: A strange style revolving around tricky moves and hoping to be unpredictable while battling opponents. Pit mainly has lower-than-average melee power, with certain moves having fair range, mediocre projectile that has good homing and can be set to have different traveling speeds, and moves slightly faster (ironic again since Pit seems to move a bit slower with a Palm in the game). He'll be equipped with the Violet Palm.
-Staff: All about range, keeping distance, and defense. Pit is given a variety of projectiles, with the stronger ones taking a while to charge, but having supreme range and speed. To help with keeping range, Pit is given a different Reflector (probably the Reflect Barrier power from Uprising), and thanks to the Staff's length, is also given great melee range, but extremely poor melee KO power. The KO power is all in Pit's strongest projectiles that even surpass Samus's charged shot. The disadvantages are that melee KO power is very weak, Pit's a bit slower than usual (for those who played Uprising, Staffs make you move slower), and that to be more effective with the projectiles, you need to be good at aiming (similar aiming to how you use the Cracker Launcher item, but more details later) and timing, just like you needed to aim well in Uprising. Pit will be using the Insight Staff if the Staff weapon loadout is chosen.
-Arm: Another melee-based weapon, with no projectiles or reflectors present. Unlike the Claws, the Arm is stronger with slightly more range, but slower, heavier, and has less multi-hit attacks. This style is for those who like being aggressive and want strong attacks. It's similar to how Donkey Kong is, but slower and less power. Pit will be using the Crusher Arm when chosen.
-Club: It's "almost" all about power for this. Think of the style being like Ike, except with many changes. Pit's slower and heavier, has strong attacks with good range, a slow, but strong projectile that goes through walls (only 1 can be out at a time), and some "swinging" attacks from the Club can deflect enemy projectiles just like it does in Uprising. Pit is limited to 2 midair jumps, glides slower, and has a different method of Up-B recovery due to the weight of the weapon. He'll be equipped with the Ore Club.
My ideas behind this is that not only will Pit get an improvement, but he'll be able to retain a lot of things from Uprising, while at the same time, for those who like/love using Pit or just wanna use him, there's a type of Pit for each person's wanted and preferred playstyle. This is especially true to those who want a fast, close-combat Pit or perhaps a powerhouse Pit, you get the idea. As for those worried about Final Smashes, perhaps something along the lines of modifying the special attacks Pit has during air battles in Uprising, or something that can have similarities to the selected Pit style, like Daybreak for Cannon Pit, or some powerful, but aiming required super sniping shot for Staff Pit.
Oh, and how will you be able to choose these different Pits? You know how you pick Zelda, then click on the Sheik icon to have Sheik, or PT and click on one of the 3 Pokemon to start out with first? Perhaps something similar to allow you to choose what weapon you want Pit to have. Take note that once you choose your weapon, you're stuck with it for the current match.
I'm more than welcome to hopefully create movesets for many of the sets there (probably except Arm, and Palm, I'm not that creative), since I do like this kind of idea. So what do you think so far?