ok, guess it's time for me to throw an input here. Note upfront: I don't like talking about what is good or broken or not good or what when it comes to the character, as I think we're past that point. Opinions are pretty set and as for if changes happen -- we'll see them when they come and deal with them as they come. Realistically, I'd be pretty disappointed if they took away options characters have. Having said that, I really can't judge what they are doing until it's done and I try it out. I am against changes in general because I don't think she's broken (in either direction, or her moves), but once again it's time for the waiting game.
Anyways, since I was mentioned and because this conversation is happening, I'll throw in my two cents.
So. From what I gather, the problems are with Dins, Nayru's love, Quick startup and end lag, plus not-so-obvious hitboxes.
Dins:
I think the problem people have with them are that they use characters who can't clank well with 'em or that they just don't understand how they work. For NZA/ness -- the nair hitbox is super hard to hit on it, but you can absorb them pretty easily if you just start the momentum towards it. Then you can use it as a mindgame and if someone tries to punish, DJC your approach with a hit towards them and fly over the thing. As far as it not killing/only accidental kills/whatever else, Zelda has tools to hit someone sideways. Throws, spacing on ftilt, jab, kicks come to mind. All of these can be used to hit someone into a mine purposefully. Also, for it to kill from the ground means you're probably on a small stage and at a high percent. Or a large stage and a super high percent. Samus' missile would probably kill, ivysaur's leaf would set up for kills, falco lasers set up for kills, all of snake's stuff would kill. Zelda isn't the only one with a projectile that makes the enemy play differently. Once you learn how to deal with it, it isn't too terrible. It forces you to decide what you're plan is during a match and can make you think more than usual. I like that. One non-intuitive thing about it: what happens on shield. To explain, once a mine hits a shield, it loses it's hitbox. The explosion still hits you, but the mine itself doesn't. Unless I place another one. Once that other one is placed, the already shielded one gets a hitbox again. It's weird. I'd be fine with this mechanic going away or being changed slightly -- the hitbox stays away (although that could be kinda dumb), the hitbox disappears for x seconds, something.. If the mine went away, though, I think that'd be a pretty bad nerf that isn't necessary.
NL:
This move takes getting used to. That's an ok thing. I think the hitboxes make sense on it, but I understand why you wouldn't think so. A different animation would probably be fine, but I don't see it as an issue. The land cancel specifically - in order to do it, there is a high startup cost (you have to be in the air, hesitate the startup, then use it). If you want a quick startup, there's a TON of land lag to be punished (the move finishes). So that's a thing where you can bait and punish the quicker version, or just wave dash away and punish the land cancelled one. The LC nayru still has ending frames (which is different than I believe 2.6 Zelda). Not many, but there are some, so if you see someone jumping towards you, you can run towards them, shield while they're in the air, then get a grab when they land before they can act. Really hard to start doing but useful and once you're used to it not too bad to do. The invincibility is weird -- it's kinda like an upgraded invincibility from olimar in brawl, but not as good because of the startup time being longer and hitstun also being longer. It can help to get out of things, but also be baited pretty hard and punished even harder. Instead of one more juggle, you can just land and get a huge smash attack. Stuff like that. It turns into mindgames at the higher levels, imo
Quick startup/ending lag:
This might seem like an issue for some characters, but against others it feels like you have days to complete an action. It was related to fox's upsmash, but realistically if I miss with any of zelda's moves (aside from land cancelled Nayru's unless they shield it, but including jab, all tilts aside from downtilt (which they could nair anyways), all smash attacks, all aerials aside from uair when only the first hitbox comes out) fox can land an upsmash reliably. If fox misses an upsmash, Zelda can't do the same punish. I think the reason for the amount of frames she has on moves is because of her mobility. If she were super fast on the ground, it'd be too much. But she can't get from point a to b fast enough for it to be a huge issue. Also, her grounded moves generally have a lot of end lag and her aerial moves, even when L cancelled, can usually be punished when she lands on the ground. Fighting her in the air is hard for some characters, but not for fast ones or ones with large disjoint (I'm looking at you, Mewtwo). I think the lag she has on her moves are close to average for everything in comparison to the rest of the cast.
The hitboxes:
I think that some of these could be changed slightly to better reflect where the hitbox actually is. But I don't really notice the differences as I use her a lot. The dins thing -- I am pretty sure there's a flash to show how large they're supposed to be, but realistically once you play a Zelda who uses them and you see it, you should be able to get the gist of how they work, how big they'll be-ish, and what to do. If you can't adapt to something like that, you'll have to learn it between matches or in friendlies some other time. Matchups are hard and work should be put in to learn them, including where hitboxes actually are and stuff.
I think you're overstating how safe the moves are to use, and how easily they are to play around. I understand that you regularly play against a Zelda now, but that doesn't mean the matchup is understood by either person playing it, nor how to get around the little things which can throw someone off at first. All of the things you've mentioned can be played around, and it could be argued that it's hard to learn the matchup, but then it comes down to: Is that a bad thing? All matchups take different amounts of time to get used to and play around. Every character you fight should be fought differently. Every person you play against will cause a different playstyle. That's good and healthy. Does her matchup take too much work? I don't think so, but that's not for me to decide. It does take work though, and I'm ok with that.
Please let me know if I missed something, completely misunderstood what was said, or am thought to be wrong about something. Everyone makes mistakes, myself included. I'd be happy to clarify if something either doesn't make sense or if another counter-argument is brought up. If it's just a flat-out disagreement, I can acknowledge that and move on.
But for now, I'mma disappear again.