I want to put forward the idea of Link having cucco chicken bombs as an addition to his arsenal of tools and play. Tap down B to create regular bombs, hold to pull out cucco bombs. We'd take the metaknight cucco vertex hack
and swap the model over Link's taunt fairy (of course in the taunt we'd disable the model so he doesn't taunt and create a random cucco xD)
You could make a really complex simulation of an item through swapping the model over his fairy taunt, making down-B held spawn his fairy model, which is placed in his animation so it looks like he is holding it, and when thrown you create moving hitboxes along the arc the model takes so it has hitboxes inside it, and if any of the hitboxes hit (check each hitbox with an IF statement) and if they hit, it spawns an explosive GFX and hitbox relative to the first hitbox which essentially means it would work. It couldn't be caught like an item because technically it's just a model with hitboxes inside it. You would need to make it so that it moves relative to the point of origin (when thrown) and not relative to Link.
In Brawlbox you'd need to create 19 animations,
groundhold, groundholdwalk, groundholdrun, groundholdstop, groundholdrunthrow, groundholdthrow, groundholdthrowup, groundholdthrowdown, groundholdjump, airhold, airholdforward, airholdback, airholdjump, airholdjumpback, airholddrop, airholdthrow, airholdthrowback, airholdthrowup, airholdthrowdown
In PSA you'd need 30 pages, initial spawn for the down-B being 1, 5 being the hitboxes you'd make for when it's thrown, one for z dropped, one for forward, one for back, one for up, and one for down. 19 for the animations, 5 for shielding, grabbing, or dodging when you first interrupt any cucco hold animation with one of these action first it terminates the model and routes to the special grab/shield/dodge, and you would need to add a statement to make sure that after the action is complete it leads back to hold and spawns the model once more. The reason you would need special grab/shield/dodge pages is because if you normally had at the end of shield it spawns the model, then whenever Link shielded he would spawn the model. So what you want is copy all the data for grab/shield/dodge into a second grab/shield/dodge, which has the spawn model at the end of it and terminates it at the start, and these specific grab/shield/dodge pages are only led to out of Cucco so that it allows it to act as a standard item in every way except being catchable, as it allows any action you could do with a standard item. By adding IASA frames at the start of the special roll/airdodges, which are interruptable by the throwing animations, you could glide toss it even. the animations which would need to be built so that out of standing you could walk, run, throw, throwup, throwdown, jump, shield, or grab. Etc. Etc.
It has two differentiating factors from his bombs.
While holding the cucco in the special animation that would be made for it, if link jumps or falls into the air while holding the cucco, he falls extremely slowly with increased control of his aerial movement, both in acceleration and speed, like jigglypuff essentially. Secondly, when he throws it, the cucco travels slower through the air and doesn't fall towards the ground as fast, so it flies farther then bombs. The cucco explodes on contact.
Essentially, this would aid him in his walling abilities by having a slower moving obstacle that an opponent must maneuver around, while allowing him to keep his old bombs- press down-B for bombs, hold for cucco. It's like samus' and her missles- press side-B for homing, smash for powerful.
Why not give Link more tools to mixup his game? Essentially the cucco would be worse for attacking, but before for walling- and due to it's slower and farther arc, it would allow Link to use it much in the same manner as Doc used his pills, approaching from behind it to frame trap the opponent.