I agree with this entirely because her basic design concept doesn't make a lick of sense and she was arguably the worst character in the game when it first game out. WFT is weird but you can see what the developers envisioned for her: someone who may not get kills easily on sheer strength but can easily wrack up damage, is threatening off stage, and is likely going to stick around for a while because of great recovery options and the fact that she can heal herself. Aside from the healing parts, it's largely the same basic concept behind Sheik, Metaknight, and Fox. As things stand, she's not as good as them but I don't feel like her concept betrays her.
For Palutena, on the other hand, I don't really know what they were trying to go for. The closet character she resembles is Zelda but, from a basic standpoint, Zelda has better kill and defensive options. Zelda's design makes sense (although isn't very good) because she's slow and usually forces characters to come to her. With Palutena, this doesn't work because she doesn't hit as hard plus she's much faster so she really doesn't need to camp. In a weird way, Vanilla Palutena plays like a mix of
which is just... just... I mean... that's a weird combination, ain't it? She's like the Turducken of Smash. I feel like they tried to make her too unique for her own good because she feels like bits and pieces of other characters but doesn't excel at any of their traits. The way her customs are, however, make me wonder if they intended her to be a sort of dress up doll of a character and wanted the player to ultimately make her how they saw fit. Perhaps the developers didn't want the player to use her in her standard form but wanted them to experiment, thus making her standard specials underwhelming.