Yeah, I found those. The may have helped but I'm still not exactly certain where to start. Maybe some time in the future.
Anyway, I had some games with him and it's worse than I expected, though once you get used to certain moves not working, it becomes a bit better. Rising Falcon is broken in that version, both literally and in the sense of being unfair. You can recover from just about anything with it. Obviously, that's changing already though.
The dash attack fits better than I expected. I'm not sure I like it still but with a good bit of forward motion, it could well work out. Tiger Blade as Ftilt seems odd but it also appears to work well so I'm happy with that. I'm not sure on Tempest as Utilt though, especially with the way it loops endlessly if you keep pressing the button (that's not as broken as it sounds though as I can still be hit out of it) and it racks up damage pretty fast.
I would suggest changing Tempest to tilt UpB and having Psi/Omega as one move for smash UpB.
With this suggestion, I would have the smash angleable like Yoshi's eggs (with the most forward part of the Upsmash zone of the controller having almost no upward momentum), rather than directable after startup and I would have it go somewhere between the current distance and two thirds of that, I'm not sure of the exact distance but those are the boundaries to where it might be balanced as I see them.
For the tilt, I would have it work like it does now, except with the B button. I would have it lose only a tiny bit of height if used aerially so as not to make the smash/tilt slip up too dreadful and I would also allow other specials to link out of it seamlessly, again to prevent issues with the whole smash/tilt thing. Finally, I would make it chargeable, with charges adding flames and a small amount of damage, though nothing major. This charge wouldn't be worth the time it took in the vast majority of scenarios and only really exist to look cool.
Smash and tilt could easily be the other way round if you want.