Speaking of teams, I think double Zelda might be pretty good too. Din's Fire in all of its variations is of course ideal for that, and a fully-charged Phantom Slash has a blind spot about a character-width in front of Zelda, which could be great for teams because one Zelda can use charged Phantoms to cover the Zelda in front of her. And of course, there's Farore's Squall, a Farore's Wind variation with a windbox throughout the entire travel distance that pulls characters along its path in exchange for not dealing damage. Since Team Attack is always on in tournaments, you could potentially use this to reposition your ally while they charge an attack, or reposition an enemy into your ally's attack. It could even allow a double recovery with two Zeldas as one Zelda can pick up the other with the windbox and then vice versa. Since there's no flinching on it, there's no risk of Farore's Laddering, but having almost double the distance could be really helpful. You could also use it to do things like use Din's Fire offstage, as your ally can pick you up with the windbox and pull you back to the stage.
...Actually, I just realized you might be able to Farore's Ladder with it. Farore's Squall to pull both you and your ally up > sourspotted DAir from ally to break you out of helpless > Farore's Squall > sourspot DAir > etc. It could work even better if you replace the DAirs with Nayru's Rejection, since that has no knockback growth whatsoever and is not a meteor smash (no matter how weak the meteor is on sourspotted DAir, the fact remains that it's still a meteor). It does like 2% with light flinching and forces the target to face away from you. Far better than 4% and a meteor like a sourspotted DAir.