I love when people who don't understand Olimar try to write about him.
The huge discrepancies between Olimar's pikmin encourage you to be mindful of which pikmin is next in line, both for the player, and their opponent. In fact, the most skilled Olimar players not only pay attention to their lines, but manipulate them as well. The most successful opponents of Olimar players take advantage of the next pikmin in line to manipulate Olimar's options.
The misconception that Olimar players and their opponents are slaves to the randomness of the pikmin inexplicably drives the discourse as to what should be done with the character, and this is a horrible path to start down, leading to incredibly boring ideas like making plucks non-random, or reducing the discrepancies between pikmin, so that fewer pikmin can really be played in an optimized manner. This basically makes Olimar a mindless carbon copy of every other character in smash, and doesn't let him shine as one of the most unique smash brothers characters.
I've said it before, and I'll say it again: if you want to make Olimar work better, give the player more options to manipulate their line, and enhance discrepancies between each pikmin, giving each pikmin a definite strong suit, and a definite weakness. This way, you make it so that any pikmin can be defeated, but the line can be manipulated to mitigate that.
Don't slow down Pluck. He needs to be able to manipulate and strengthen his line quickly, otherwise he gets rushed down and killed for line manipulation or, even more ironically, trying to ensure he has a recovery if he's knocked offstage. Heck, ensuring he has a moveset becomes a major concession on his part. Furthermore, allow pluck to rotate a saturated line by one. This is distinct from Order, which puts the line in an order defined by an algorithm that is the same every match.
I've also seen an interesting idea of replacing Chain with a footstool off of a pikmin, killing the pikmin in the process. Making this a quick option would allow Olimar also to farm pikmin more effectively, granting him more control over his line.
Rather than make Olimar a boring, and possibly even bad, character, these ideas embrace the qualities that make him totally unique and interesting. They do more to encourage and facilitate line manipulation, but they also allow any of Olimar's opponents to alter their playstyle based on which pikmin is active at any time. This is the direction that ought to be sought with Olimar. Trying to do otherwise just displays ignorance of, or I suppose disaffection with, the qualities that make Olimar interesting, and that's not the attitude that should be driving Olimar's development.