@
LiteralGrill
Gunner is
definitely hurt by 1111. Very little doubt in my eyes.
Their defaults are Samus's Charge Shot, A strange version of PK Fire, A strange version of Palutena's Rocket Jump, and a shine. now, while I play a set not on the Custom Moveset Project (Mid/Small 3331, and that's for another time), I can at least comment on how they are affected.
For neutral specials, we have Charge Blast (literally Samus's Charge Shot), Lazer Blaze (a decent neutral special not unlike Falco's 3rd Neutral, Burst Blaster), and Grenade Launch (an incredible and fantastic special move with heavy utility). Grenade Launch's utility extends far beyond Charge Blast, working with stage control and offstage pressure. The fact that it can turn mid charge is great, too.
Side wise, the special utility is much more balanced. Flame Pillar (a PK-Fire esque move that has one hit, but deals decent knockback), Stealth Burst (think Din's Fire, but horizontal and more powerful), and Gunner Missile (literally Samus's Missile). While I prefer the 3rd, I can definitely say that each of these has good utilities for different situations.
Up wise, we get Lunar Launch (a weak recovery a bit like Rocket Jump that dunks victims below Gunner), Cannon Uppercut (actually like Palutena's Rocket Jump with low recovery), and Arm Rocket (a nondamaging move like the Pit Duo's Power of Flight). Each has their own uses, hence the coverage listed on the Custom Moveset Project.
Lastly, Down. Echo Reflector (literally just a shine), Bomb Drop (a small bomb launch which works pretty well with Grenade Launch and/or Gunner Missile), and Absorbing Vortex (literally PSI Magnet). Each of these has pretty decent uses depending on your other moves, so I usually prioritize this one last when I select a set.