I dig it. The times I'm sent flying off-stage in Shield mode with or without Crouch Canceling the hit, I'll mash B during hit-stun to cancel Shield ASAP & cycle to Speed if I'm launched high to the corner, in order to drift towards the stage to the point I'm above the stage. I skip & dip from the entire edge-guarding process unto me & worry about landing on the stage. In this case I think about opting to deactivate Speed & cycle straight to Jump to FF much faster to get to the ground with a retreating B-air or F-air depending on which direction I'm facing. This is just an example as I won't literally use up 2 mobility MArts in less than 4 seconds, that's silly unless it's HMArts or something. I don't often use Speed as much, so I implement Speed this way in order to prevent myself being exposed with Jump's decreased damage defense & lighter weight.
Now let's say I'm in Shield mode or something & crouch cancel an attack that launches me horizontally (Fox D-smash). I'd proceed with the same process: mash B to deactivate Shield, or if no MArt is active I mash B to cycle to Speed, & instantly DoubleJump almost grabbing the ledge if not needing to AS. The reason I'm starting to avoid using Jump (unless I absolutely need to use Jump for edge-guarding / gimping / recovering) is because ledge-jumping with Jump mode does nothing for it, but not only that, just ledge-climbing onto the stage & rolling or jumping gets stuffed & I'm back to ledge-play. Speed mode could bypass all this by simply ledge-climbing & running past the danger to get to center stage. After that, the match resets & becomes Neutral again.
Because of getting the Art I want quicker, I don't have to worry of deactivating & cycling to get to Jump or Speed when I'm off-stage by the time hit-stun finishes.