I meant to comment on
yesterday, but I missed my chance. While I agree that Pit is extremely well balanced and doesn't need significant changes, I feel like the character lacks the "oomph" he needs to see more representation. Even so, there's only one thing I can think of that would help him without being overkill. Give his up special two things: the ability to go at more angles, and the ability to snap to the ledge consistently. Neither of these things are too detrimental to Pit on paper and in practice, but it can still be annoying when he will just fly past the ledge sometimes but snap to it other times. I don't use Pit, so I don't know why that happens or if I'm doing something wrong, but I feel like making his recovery more consistent would make him just a smidge better without being too much.
As for
, I definitely think the problem with his landing lag is overstated. Even when disregarding the actual landing lag, Fair, Uair, and Bair all autocancel out of a short hop. I think Marth's real problem is his general lack of safety on a lot of his moves. I think making his damage output just a tad higher would help his moves be a little safer on shield.
Right now Marth's Fair, if you aim for the autocancel window AND you space it right to hit the tipper, is -21 on shield. It's actually better for Marth to experience the landing lag on his Fair rather than try to aim for the autocancel window. If you do it frame pefectly, his fair is -9 on shield, which is actually pretty safe considering his range.
EDIT: I did my maths wrong. Frame disadvantages are wrong, but I'm still arguing the point that he doesn't have very many moves that are safe.
He also lacks general follow up options. It's possible to string together a large amount of aerials with him, but experienced opponents can easily DI out of them most of the time. It feels like Marth just struggles getting any kind of good follow up, but the damage output on his moves just isn't high enough to justify that aspect of him. The combos he has are difficult to start for the Marth player, and easy to anticipate for his opponent.
His grab game is pretty lackluster. Downthrow combos into upair, but the timing is extremely strict. I don't believe it works on part of the cast past really early percents, too. Add a bad dash grab to that.
If his moves were just safer to throw out in general, I think he'd be much better. Marth has been slowly and steadily receiving buffs throughout the patches. Some of them feel incredibly warranted, but he's just still lacking a few key aspects that can solidify him as a good character. On paper he's well balanced. In practice, he's pretty bad.