Indeed. Ike is a literal Mercenary; he founded a new archetype of the lord/leading character that is much more robust than the archetype that originated with Marth. It is identical statistically to the classic Mercenary class. Overall generalist of all the close-quarters combatants, with good strength, speed and durability. Ike being so fast in Path of Radiance is just him being... superior to mere mortals, able to have that kind of speed while still being such a tough-guy. Love our boy Ike.
Yeah, he definitely needs to have faster attacks, especially since now he even looks like he should have little trouble swinging Ragnell around. I wouldn't mind if his movement speed got a little faster as well to suit his more athletic build--nothing too fast, just as least below average. Ike hasn't exactly been slow in either of his games, you know?
Ike in Brawl was just such a bad design.
A character can have slow movement speed yet have reasonably fast attacks and still be in a lot of trouble in a fighting game, even with the rather forgiving aerial dynamics of Smash. Even if Ike had "average" attack speed, with his slow movement speed, the faster characters will still be able to dance around him after they find an opening. Generally the story with big, strong, bruisers in fighting games is you either keep them out of range the whole match or you never let them get control, but as soon as you mess up that's IT! You're DONE! And it's 100% fair.
Ike in Brawl was too much; far too extreme. Felt like 90% of his moveset was so slow that it could only serve as a whiff-punish, meaning poor Ike is left to contend with nairs, jabs, grab, etc. Having some heavy hitters as an option to punish mistakes is good, but you need to give the character the tools that will cause people to make those mistakes.
I like that Project M gave Ike more core mobility, though its only one of several ways to approach the problem.