Heyo. I've got a couple of ATs here that you may want to consider.
Meteor Bomb Lag Cancel (needs testing for proper information, as I'd assume that some of the info here is incorrect) ~
Description: The endlag of any move is canceled by the explosion of a meteor bomb.
How to perform: You must either be near enough to the bomb or be holding it so that when timed right, the explosion cancels the lag of any desired move. You also can meteor bomb lag cancel at higher % (at which point you start to bounce off of the floor) by teching the floor. You must either be at low or high percent in order for this AT to work. Nothing in between.
Note: At low %, meteor bomb lag cancels allow combos that otherwise aren't possible because you're able to act right out of hitstun. You can also use it at high %s which I'll get into shortly. First hit Fsmash into other moves is possible if you are standing on top of a meteor bomb when timed correctly. Yeah, awesome. The only problem is that meteor bomb lag cancel combos are quite situational and require timing. Especially with non-special moves. A huge benefit with this however is that you can wiff laggy moves as much as you want (especially spin attack), but at the expense of 5% per move. At high %, all you aren't able to do with it at that point are meteor bomb lag cancel combos, because you spend too much time in the tech animation. It can be a pretty good get-away option if you tech roll though. Just try not to miss the tech or telegraph it too much, otherwise you can loose your stock.
Bomb Dribbling ~
Description: Link throws either one of of his custom bombs right at his feet (meteor bombs are more effective though). He can grab the bomb in midair and repeat the process as many times as the bomb's time limit allows, which is how this AT got it's name.
How to perform: Throw a custom bomb at the ground. You can grab the bomb again while it's in midair and repeat the process if you whish. Just remember that with meteor bombs, the bomb can only be grabbed again as long as it isn't too far above Link's head. Grab it before it gets there, or SH after it if necessary.
Note: Since the meteor bomb is always active while it's moving, this means that there is always an active hitbox near or inside of Link as long as it's out of his hand. So technically if you're being rushed down by an opponent, you can Dthrow the meteor bomb and then step back a little while they either run into it (usually while going for a dash grab) or are forced to take action in trying to not get hit, which you can then punish. Even if you don't punish, you've at least managed to stop or slow them from harassing you, making this a handy tool.
I would just like to address a certain issue at this point.
I've updated the OP in the beginning section to include a small list of guides. I had already made a small mention of the fact that AT's should not be used to become a better player as they are no replacement for poor fundamentals, but I would just like to further emphasise this point in light of the general feel that I'm getting from this post.
Please feel free to check out the list of guides in the OP. I will add more as more are made.
I don't recall saying that ATs were everything in my post.