Warhawk
Smash Lord
The laser is an issue though because it forces a response from the opponent, even from across large stages. It restricts their movement, approach, and defensive options and doesn't just allow Falco to more easily get in on them, it can also force/encourage his opponent to take an option he wants and can reverse on the opponent. And if Falco's not comfortable with that he can even choose to do neither and just put himself outside of any response and observe how they react to store for later. And he can do this from anywhere on stage and in many cases allows him to take stage relatively easily even if he can't follow the laser up. Now they can be turned on him or countered with some work, but Falco still controls when and how the lasers are shot and still has some control over the counterplay methods. On many stages for some characters the laser forces you to challenge it or concede stage which then can put in you in a situation where Falco can get a reversal situation which he's very good at with his tools (utilt, shine, bair, even laser).For characters who are weak to projectiles, it's not getting hit by Falco laser that's an issue, it's what comes immediately after. Falco can't follow up on a long-range laser; Fox only got a range nerf to weaken his free damage. Falco, on the other hand, can use his laser to stall certain slow-startup upBs (e.g. Fox or Ness) while he positions himself to better edgeguard the opponent.
By shortening the stun range of the laser there is now a range outside of the stun range where Falco's opponent can threaten him or take some stage without being locked down or forced to act to avoid being locked down. If he wants to use the stun affects of the laser he has to be closer, where he is also more at risk of being in the range where the opponent can reverse or counter the laser option. The way I envision it, the shorter stun range makes it more difficult for Falco to take control of the stage and forces him to be smarter with his lasers. It also allows characters with projectiles to actually be able to get some mileage from them without being completely harassed from Falco's often very superior projectile, while still giving Falco some ability to force approaches in the same manner Fox can.
To your last point, when I thought of the idea, my biggest initial gripe was that some edgeguarding situations with the laser would immediately go away, but I think there's still enough mileage from intermediate lasers to force certain trajectories that it really wouldn't be to big of a deal. It's also nice that Ike wouldn't just auto die in as many offstage scenarios.
Ehh, I don't really know how much you gain with most characters by powershielding a long-distance laser unless its FD, although admittedly the thought of powershielding what would be a laser with stun and having it hit Falco with no stun sounds very unsavory and wasn't something I thought about. Anyways, maybe I'm wrong with the other things and the way I envision it isn't how it'd actually play out but I think its an interesting change to discuss as it poses some interesting adjustments for Falco without changing his overall gameplan I think even if he doesn't necessarily need it yet.If anything, given that long-distance lasers are easier to powershield, the proposed change could be construed as a buff to Falco in neutral, since the punishment for throwing out a laser that's easily powershielded becomes reduced.