Yes, because moves with odd mechanics shouldn't be a staple of a character's moveset. So you know, screw Peach's Down B, Luigi and Mr. GnW's Side Bs. It's a good thing those moves that do not follow the same train of thought with the rest of the game aren't at all staples.
Sarcasm aside, I don't mean to offend, but it shouldn't be up to anyone to say what should and should not be a staple of a move-set, no matter of mechanics. You know what's a completely gimmicky move that was built to be situational? Shine. You got tons of people crying foul over that, because it's secondary function became it's primary function, and indeed became a staple of Fox and Falco's moveset, but you have a lot of people defending Shine as well. The dev's likely aren't going to be changing Shine much more, and it's certainly a lot more versitile than Homing Attack is at this point. Just because this move is automated doesn't make it so it has to be less viable. It's different, and for the love of Smash Different is Good. Special Moves are where a character can shine(no pun intended), and really show off how different they are. This is where unique aspects truly come to light. Sonic's moveset is a good example of special moves, although I would actually change aerial down B to Bounce/Stomp and bring back or find a happy medium between 2.6 SM and 2.5b SM. Personally allowing us to jump right out of SM would be a night and day difference. Also SM is always the same if you're rising, which kills it's versatility. I should be able to SM out of a short hop and drop like a rock, not forced into a hop no matter how hard or light I press the button. But that's a digression for another time.
If anything, Homing Attack's speed should be buffed, but the angle is fine, as is the cool down. Also, I'd like to see Blast Attack with a different trajectory than what it is now. Right now it is too helpful for recovery. HA should be the more useful recovery option, and Blast Attack shouldn't be such a free recovery move. Sonic's recovery is mostly fine(his Up+B losing invincibility at the start destroys his ability to deal with pressure like a lot of Nair's), and his Up+B is actually broken slightly in animation as Sonic sort of teleports into his Spring before launching(unless he's grounded), which more likely than not hurts his ability to escape pressure even more because he's not pushing himself closer to an opponent just before he takes off.
Moving on, Darky, I looked up BSTUK during the matches I watched and I'm not entirely persuaded that you have a good grasp on just how poor Sonic's options are against more competent opponents. He's certainly learning, but I had just come off four sets against my sparring partner, Robjoe, who indeed plays R.O.B. as well, and I could just pick out all the exceptionally poor decisions he made as a R.O.B. player and as a player in general that might be skewing your opinion of Sonic's strengths. It took three matches for BSTUK to start meteor cancelling your Fair, and he DI'd down a lot in mid air and ate the worst possible trajectory's with your bairs. You're fairly competent at stringing together some moves, and you have a good grasp on the range and power of fair, which is important, but the scary thing about fighting an opponent who better knows the matchup, or just knows Sonic's priority is for utter crap, you wouldn't have preformed so well. Next time you see BSTUK, work together and help him use R.O.B.'s laser, as I don't really recall him using the non-SuperRoboBeam version. It's a great move and fantastic at interrupting and completely gimping Sonic's recovery. Also, he needs to work on grabs and grab-followups.
And Minor, I read your post, you didn't really assert that barbarian style was the best way, but you did argue that the backroom should not do anything to Sonic because it wouldn't truly affect the way you play, even though other playstyles have suffered greatly as a result of the nerf. It had little to do with effectiveness and more to do with the overall versatility of the character. Being unable to change your playstyle on the fly is a sign of a weak character, especially when his best playstyle is only average and at higher percents, none of your moves link together because an opponent gets sent too far to follow up with anything because Sonic's priority is too low to combat most moves that are thrown out against him.
Also, Back Room - if you're reading this - what's up with Sonic's spring still not having a hitbox when it's bouncing around on stage? The animation is there, and it'd help Sonic get a little more breathing space if he chooses to escape with it. It's not a particularly powerful hitbox to begin with, but it's really tacky if it floats around on stage for an extra second and just sort of exists.