Some things I want to add after my own playing:
Kicks - ultimately nerfed. The only thing improved about them was the power of the sweetspot, but everything else is notably worse. The sweetspot is much harder to hit, and move decay machanics are not forgiving of hitting with the weakspot. The sweespot is a very small circle on Zelda's foot, surrounded by a larger circle which is the weakspot. Unlike in Melee, it is actually possible to be too far for a sweetspot to hit despite the attack connecting. The weakspot also only deals 4 damage from the previous 10. They are still useful attacks to throw out when nothing else is in range, but their overall effectiveness has diminished since Melee.
Din's Fire - OMFG. Despite the obvious numerous buffs, this attack was debilitated by skilled dodging and reflectors and PSI shields. The only way to defeat single-sided shields such as Pit's and Lucas' Down+Bs is for Din's Fire to miss the effective area of them completely, which requires you sending the fireball way behind them so it hits them and not the shield. Aside from that, this move is easy to avoid with aerial dodges and even things like Link's/Toon Link's shields, which they simply use by standing idle. Against Marth and Ike though, this move was the only thing keeping them from having their way with Zelda.
Farore's Wind - So much easier to work with than in Melee. Contrary to popular belief it is still possible to be edgehogged afterFarore's with a well timed ledge roll (especially if they're at 100+ damage). However, it is so improved that it's actually a reliable recovery move regardless, especially since it's harder to get gimped off the edge where you'd have to use Up+B to maximum (ie edgehoggable) distances. Teleporting on top of people for the afterburn is a great tactic, and the pre-teleport attack can KO now at higher percents. Air dodge + Farore's KO against a greedy pursuer was perhaps the most satisfying KO I ever had. The move itself is also useful to get to a more favorable location on the stage as a replacement for running, especially since the attack portions of the move are effective.
Transform - useless. Transforming into Sheik after a KO is easy enough, but Sheik barely feels like she has a purpose. Her damage per hit is sordidly low, her combos are basically nil, and her range got reduced. Her KO power too got nerfed hardcore. Transforming back to Zelda for the KO is impractical since Sheik lacks the knockback to even to that at any sort of reasonable KO percentage.
Up aerial - I was getting several KOs with this with enemy damages below 90. Kinda hard to hit though, since people will avoid this move like herpes.
Down tilt - has amazing IASA frames, allowing it to be repeated as quickly as Marth's dtilt. Shield stabs very well, and combos into itself and other moves such as Dsmash/utilt/ftilt. This can also cause the opponent to trip on a hit sometimes.