basically zelda has overpowered moves but ****ty attributes so it balances out to some extent- between the two, having better attributes is probably better, but realistically speaking adding weight and run speed would run how she feels to play. either way putting zelda's moves on any character with decent attributes would be unforgivably ********. so basically as zelda you know that 1 you're kinda floaty and 2 you have no neutral. being kinda floaty is a trade off as you get combo'd less and less kill setups work on you, but you get juggled more and are more susceptible to vertical kills. so that's whatever. but having basically garbage neutral means you have to constantly be the one applying pressure some way or another because you have zero reason to expect to win the long game by camping, good players can just take stage and wait for you to do something stupid and kill you. if you want a camping character, you need some way to hold stage position, which is why faster characters and/or characters that have means to prevent losing stage control are so much better at it. this is also why choosing when you can attack is so incredibly powerful (and hilariously underrated by fox players). hence, if you want to be good at zelda, you don't have the luxury of stage control, you have to win with other stuff. thankfully, her combo weight, recovery, range, and attacks are all very good. you have to kill them. the zelda players generally want to play "passive aggressive" but if you really wanted to do that you would pick one of the 35+ characters in the game better equipped to do that.
this was also the problem with 3.02 zelda. the zelda players would say "zelda is fine, you can beat her, you just have to learn the match-up". i mean, sure, when the opponent with no neutral just sits back and throws out a weak projectile in din's for stage control, any smart player with a neutral game can systematically learn how to negotiate din's and kill her when she has no stage control. the real issue with 3.02 zelda was that her base design was stupid. opposing approaches on her were basically suicide because you were constantly challenging her even more overpowered attacks and your only real way to win was forcing her to play into her weak neutral by camping her out, so you basically had no incentive to attack her. but zelda has a **** neutral and can't play from behind, so if she's down a stock for whatever reason she can't really get back into the game unless the opponent lets you, and if you're up a stock you have zero incentive to approach back. so zelda doesn't want to approach the opponent ever, and the opponent doesnt want to approach zelda ever, and that's just not interactive at all.