Yeah I'm loath to delve into another problems discussion after producing the community video. The problems are very clear, well documented now, we should really work with what we've got.
I would personally like to keep matchup discussion in the matchup thread, that way good tidbits don't get scattered.
As designed today Samus dictates the flow of the fight in perhaps a handful of matchups where the basic missile is useful: Gannon, D3, shield stance shulk, Robin/DK (debatable).
Essentially every other projectile based traditional zoner have faster projectiles with better/neutralizing properties. You cannot compete with link and company spitting out 3 projectiles for your 2 missiles,it's just NOT possible.
The properties chosen for the missiles, speed, startup, endlag, homing angle are specifically engineered so that their utility is almost nil.
Even characters which are not zoners, take Mario, Pikachu, can launch projectiles at a full hop and cover many many angles of approach/retreat. Forget wavebouncing fancy movement options, you're going to eat a pack of damage.
You're necessarily forced into a reactive pattern to your opponent's patterns. We need to full hop z-air vs. say ROB or you're going to die horribly to his good zoning game.
You're essentially forced to close but not get too close because too close is actually detrimental. By design however, you can't cope with large lingering hitboxes, so characters like yoshi, mario, fox can just spit out moves and because of extended hurtboxes you simply can't spit out moves to try and trade or counter. So even at mid-range, you cannot dictate the flow of the battle.
Up close, until jab combo comes online at higher percents, you're not dictating anything to anyone.
There are no traps, there is no frame advantage, the priority is abysmal, etc... etc... it sums up to dead awful neutral. Do you really want to go over everything in further gory detail?