Excellent work on the videos Havok, things like these will definitely help to spur thought and advancement on the Snake boards.
I have a few personal nitpicks. Snakes dash is actually very good, it's relatively fast and has a very short initial dash animation. This allows you to cancel it with a shield drop quickly and often.
Dashing may seem at first to limit your options, but the increase in mobility allows Snake to be far more agressive and space more effectively and quickly.
DAC, very rarely I said would you want to dash. Dashing sucks as Snake, almost as bad as it does for Marth. Whatever you can do out of a dash, you can do from a walk. From a walk, you can do a dash as well.
The utility of the dash is almost equal to walking, because any move can be done out of a shield drop, which lasts very few frames, I think it's 1-2.
Shield Drop is much more then 1-2 frames, your leaving out the time it takes to actually shield, the actual dropping of the shield is 1-2 frames I believe.
It's also very effective because it allows Snake to dash into a grab, Snake will slide into a shield-cancelled-grab, greatly extending the hitbox of his grab.
Boost Grab / Boost Pivot grab solves the extension, plus you can always dash out of a walk for this, therefore losing no options.
If you need proof of the effectiveness of dashing with Snake, Ally and Afrothunder put Snakes dash to great use. Ally himself rarely walks in a match, he almost exclusively dashes, to great effect. I'd link the videos but it's late and I've gotta work early tommorrow.
Haven't heard of Afro, and Ally dashes to keep pressuring which isn't exactly Snake's best options. He does it well however, and dashing from a dthrow to tech-chase is normally better then shielding.
Bolded is harsh, and in this case untrue. Contact and no contact have very different properties. No contact is obviously faster, with greater range as you don't need to connect with the enemy to use it. It is also less safe than contact, because for the entirely latter half of the move the only hitbox is the mortar.
The mortar seems like a good defence but many characters can circumvent it while still punishing Snake.
Contact is useful because when Snake dash attacks their shield, it gives a certain amount of stun, enough that you can almost always cancel into the upsmash. When the upsmash comes out, even if they shielded the initial dash attack the mortar (the actual mortar 'stand') can sometimes poke through their shield.
It's also much safer than no contact because after either hitting the character or their shield, you are propelled with great momentum past them, with the mortal falling directly on or behind Snake, making it much harder to circumvent.
I've never been able to feel a difference between no-contact and contact to perform, I didn't mean that they didn't have different uses.
Lastly, the general consensus is that Snakes glide-toss is useless, so I cannot fault you alone for this conclusion, however I strongly disagree.
I don't really wanna go into too much detail, it's difficult to explain with words alone, but through my own testing I have found that Snakes glidetoss can be made to be as effective as both Diddy's and ROB's.
I would go so far as to say that his is more effective, because he can always have grenades ready to throw.
Only 2 of his glide tosses are somewhat useful, but its not always his best options, especially due to the relatively short fuse of his grenades.
I'll hopefully be making a tutorial for Snakes glide-toss in the next week or two.
Anyway, these are just some personal thoughts about some aspects of Snake, I think you've done a great job with the videos so far and I encourage you to continue!