Copying my post from the Andy thread on my idea for an AW move set. I describe Andy's as his would be the basic all round one, but I discuss the modifications to make it more suitable for Sami at the bottom.
"On another note, my brief idea for an Andy[Sami] moveset:
All tilts, aerials, smashes, jab and dash are just done with wrenches[fists?kicks?whatever].
Grabs will be assisted by infantry units with a projectile follow up, mechs for a small explosive rocket on forward and back throws, regular infantry will just shoot a line to assist on down and up throws.
Neutral Special: Hyper Repair/Hyper Upgrade: Andy charges his CO stars by doing damage (only himself, not his units), if at 3 stars he can use hyper repair (healing himself), if at 6 he'll use hyper upgrade (also healing and proving armour of some sort for the next few moves). [Obviously Sami's would be Double Time and Victory March, charging quite quickly and providing excellent speed boost, with a bonus damage/smash when using victory march, kind of like Shulk's monado arts but without downsides since you have to charge them]
Side Special: Command ____: charges a unit in similar fashion to Pacman's Neutral B, going from recon up to super tank (traveling along the ground like a koopa, but not turning ad ledges). pressing B while it's in travel will cause it to fire, doing a small blast forward and then disappearing.
Up special: Battle copters: a pair of copters appear above Andy[Sami]'s head, if B is pressed again he'll grab onto them for a fairly controlled recovery (similar to Olimar and Villager), if not they just fly slightly upwards (platform level) and then forwards firing occasionally.
Down special: Artillery: places an artillery unit behind Andy[Sami] that starts charging up for a projectile attack. This attack does an arc similar to Mii Gunners grenade, but slightly taller and shorter. If done in a smash input then the artillery will be replaced by rockets, that have a lower but longer arc but also takes longer to charge up.
All units created by these attacks have health of varying strength, so can be destroyed. The idea would be to force an approach from the opponent and then start using Andy's attacks to build charge, then use specials again to cover for a small period while he's using his neutral for a heal/upgrade. I'm not a great artist so I'm sorry if some of the stuff I'm trying to say is hard to visualise.
I also picture this moveset to be pretty easy to modify for other AW characters, simply changing the neutral B and how it charges to represent the character and upgrading the part of the kit that the character is known for. Sami would have excellent grab options, but less ability to force an approach with specials, which would then be covered when her CO power is charged giving her movement speed to get in for those grabs and followups. Grit might be campier, relying on specials for spacing but having limited kill options until CO power is charged. Sturm would be heavier and harder hitting to allow more opportunities to charge the CO power as a kill move, although incorporating all his other strengths would probably just leave him as OP as in the games."