I am sorry I have been missing for a while. I am having a very hard week at work. I will come back soon to help an update the OP. Congratulations for the work you are doing. I think KO power needs to be measured in terms of : 1) how many options do I have for killing (moves) , 2 ) how early does options kill
So to do that we should take a Score based on those moves that can actually kill. I suggest we use sweetspoted non-charged smashes for that. In the end is going to be the same. The proportions won't change. As I said before, we won't be considering precision (sweetspot difficulty) or hitbox size on this. That would be another topic I think. An example of how I think we should do it:
character A has X-move that kills at 120% (uncharged sweetspoted and with the considerations I told you before). The score is 999 - 120 = 879.
So for each killing move he gets a score that is higher in relation to how early it kills. In the end, if he has many kill options (moves) and many kill early, his score will be higher. Moves that cannot kill even in 999% get zero score. But, If you think of it, if you are close to the blast zone, it can KO you. So maybe we could give them 1 point. This is why it is better to test in a small stage so we can even consider that some moves that can hardly kill have better knockback than others.
Maybe we can modify those scores by considering sweetspots or hitbox size, but for now, I think we shouldnt.
I will test on weekend these characters: Peach, C. Falcon, Lucas, Wolf, Pk Trainer, Sheik and Zelda, Bowser. See ya.