I'm against cuts in general, even if I don't like Roy or Corrin as characters. People will scream "clones" but the FE clones are the one who provide the most gameplay differences. It's a good thing it can have so many because it allows more fans to be happy about the roster.
Personally, I'm more into ideas for newcomers, and I have posted these on the discussion thread before half-jokingly but I'll develop them more here using Sakurai's "three words", which in case you don't know, is how he conceptualizes each fighter at their most basic. I think a lot of fan movesets lack one theme and that's a theme to follow. References don't make a fighter.
I have more ideas for FE fighters but today I'll do the two most popupar males not yet in Smash: Hector and Ephraim. On the surface, they already bring two new weapon styles but I believe their signature weapons and skills can bring so much more. I'd do normals but those are kind of boring to do and I feel like specials alongside a general idea of HOW they play is a better way to share these ideas instead of "X does this thing". So, without further ado:
Hector: Armored anti-zoner axe.
Saying Hector would play just like Ike(slow but strong) is a terrible oversimplification. I mean, yeah, he'd play like that, but that's not the only thing that defines a character. Ike has two good recovery options(albeit linear) and good movement in general, Hector is an armored unit, he should have bad movement options in excahnge for great defenses and strong attacks. For his attacks, he axehead would obviously deal the most damage, working in a similar way to DDD with slow and long moves. Additionally, he'd have electrical properties in some of his attacks, which would increase his hitboxes though they wouldn't be as effective and more like Robin's DSmash which grants him a slightly bigger cover area. And to sell the point of him being armored, he'd possess super armor in some of his attacks, which would allow him to trade with his opponents more effectivelly.
Neutral Special - Bolting: Hector charges Armads and strikes the ground, unleasing a thunderstrike in front of him. The axe itself has a hitbox but that won't increase in damage or knockback, instead, the thunderstrike will power up and hit further away from Hector the longer it's charged. Looking similar to the thunder animation from the GBA games, the lightning bolt won't go below Hector's height, which is also where its sweetspot is located. This move has super armor throughout the entire duration, from charging to the release of the hitbox. Its weakness is quite obvious in that it's incredibly telegraphed and dodging the thunder is easy if you know where it'll land.
Side Special - Hand Axe: an uncharacteristically fast move, both for Hector and for being a boomerang projectile. It doesn't travel much but it covers the area in front of Hector quickly. It's a move designed to catch approaching opponents offguard, but don't expect it to deal much damage and many other projectiles can overpower it.
Up Special - Hectocopter: Hector ascends while spinning his axe above him before quickly descending at its apex with an axe strike. This move doesn't grant much vertical distance and if Hector isn't close enough to the ledge, he'll plummet to his death. The two things it has going for it are its horizontal distance granted and the damage it provides as the ascending hitbox will combo into the axe strike, spiking opponents as well. Still, it can be easily gimped as long as the opponent doesn't try to challenge its hitboxes.
Down Special - Distant Counter: Hector's signature skill, he'll ready himself and counter a move thrown at him. There's one catch with this and it's that this counter will always hit the owner of a countered move, no matter where they are, represented by a lightning strike hitting them. This is what allows Hector to counter zoners so effectivelly, as even reflectors could have some trouble against certain opponents. The tradeoff to this is that this is the weakest counter in the entire game, having absolutely no multiplier. It's a move meant to force zoners to approach, as the further they are from Hector, the easier it is for him to successfully counter a projectile.
Final Smash - Triangle Attack: The Thunder of Ostia, the Flame of Pherae and the Winds of Sacae combine together for a powerful combination attack on the enemy. Hector summons Eliwood and Lyn who help him deliver a simultaneous strike on the enemy.
In FEH, Hector was designed to be able to fight at any range and that's what he's here. DC forces opponents to approach while Bolting punishes the camping harder, Hand Axe is a good neutral tool for midrange. His goal is to force zoners to fight in a position they're not comfortable at. His weakness, however, is that he loses to fighters who specialize in said position he's trying to force, grapplers make a meal of him in particular as his super armor is useless against grabs and his heavy weight and big stature allows other heavies to combo him. In a nutshell, my concept for Hector is a character that forces others to play the way he wants, but give him an opponent that's better than him at his game and he'll struggle.
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Ephraim: aggressive healing lancer
Ephraim is the obvious choice for a onfoot spear fighter, but Ephraim doesn't pick fights he can't win, so instead of playing **** measuring contest with the Belmonts, he focuses on what he does best: going all out with no care for consequences. Many of his moves are powerful, hit hard and come out quick but he's left wide open afterwards, he's a calculated fighter in that he shouldn't be throwing out moves willy nilly but when he knows he can get away with it, he'll do some serious damage. But don't worry, because he can afford that, after all, he can heal himself up with moves based off his Solar Brace skill from Heroes.
Neutral Special - Solar Brace: Ephraim charges himself while crouching as the sun shines above him. After a few moments, Siegmund's tip will catch fire, signifying the move has been successful. This will give Ephraim's next attack the property of healing him for 30% of the damage dealt. This move takes about as long as WFT's Deep Breath to charge up and repeated uses will increase the charge period.
Side Special - Brash Assault: Ephraim dashes while stabbing forward, and then follows up with another stab, one of the few moves that doesn't leave Ephraim wide open afterwards. However, the second hit won't come out if he's above 50% damage and the first one has a lot more ending lag to it.
Up Special - Rising Sun: Ephraim spins upwards in a multi-hit attack and a small sun-like explosion is created at its apex. All the hits in this move will count towards Solar Brace's effect, making it a great way to quickly recover health, though not as much to recover height...
Down Special - Sol: Ephraim stabs forward and, if this move connects, the opponent will be pinned to his lance, during which Eprhaim can repeatedly tap the special button to deal damage while recovering his own damage. This move is sort of a combination to Skewer and Nosferatu in that it's hard to hit as only the tip is the sweetspot while also recovering HP. And yes, this does stack with Solar Brace.
Final Smash - Prince of Restoration: Ephraim dashes forward and stops once hitting an opponent, from which a sun will start to grow at the place the hit connected, dealing damage to his opponent and anyone nearby before blowing up and launching them all away. Ephraim will recover half of the damage dealt to his opponent.
While the other two fighters that a healing-based moveset would make most sense for, Ike and Chrom with their Aethers, they are already in and none of their moves focus on this aspect. But since Siegmund is known as the flame spear, Ephraim received a signature skill in FEH related to Sol skills and he's known as the Prince of RESTORATION, I felt that he was the best choice for that.
He's a fighter that uses aggresives moves and that can backfire hard but he is allowed to make some mistakes as long as he manages to get the advantage again. Basically, the best way to play Ephraim would be to not pick fights you cannot win, as even though he can heal himself, he's not exactly the sturdiest of fighters.
I'll share more of these eventually, FE has as much potential as Pokemon and people don't give that enough credit. If people are that interested in these, I'll accept recommendations for who to do next.