Pardon me if I misinterpreted what you were saying: but I was more specifically talking about the standing of the spammy characters in Smash 4, I know Brawl Olimar is a nasty threat.
Again I have no exact idea, but I didn't think DH was top, at least not right now.
Same for Mega Man.
And as for Sheik, I was more discussing the strict projectile spammers as opposed to spam based off of move spam like F-Tilt -> F-Tilt -> F-Tilt or something.
I was more on the design of "spammy" characters. Done right, it's good and it flows with a unique playstyle, but done wrong or something's not taken account of like Sonic's speed, then it can get annoying for players, especially inexperienced ones who might just leave and never come back.
It's like Vergil's limited moveset in DMC3. From a face value, it's not as impressive as Dante who had 5 melee weapons and 5 ranged weapons to choose from and 6 styles; Vergil only had 3 weapons, one of which was a combination of his Yamato and Dante's Rebellion/Force Edge moves from DMC1, 2, and 3, and one ranged weapon. Here's the thing, Yamato's air combo, Aerial Rave, feels like it was designed to abuse the Jump Cancel mechanic, he has Force Edge's Helm Breaker so he can JC it like Dante's Rebellion's/Force Edge's Helm Breaker, and Starfall is just Killer Bee and he can JC that as well. In a way, Vergil's moveset shines and reaches its full potential with JC. Dante could get away from multiple weapons, a large moveset, and multiple ways of approaches, but Vergil's normal combat was tougher to use since he had a smaller moveset.
So, Sheik spamming Fair and Ftilt is part of her game to rack up damage, Link spamming projectiles is a way to limit options and allow him to get in a deal damage, Mega Man's play style was made similar to Mega Man, the same goes to Brawl Olimar who dealt damage through Pikmin, but SSB4 toned it down, and Duck Hunt is like a trapper, zoner character who deals damage through projectiles rather than close up hits.
tbh I don't see perfect landings being useful for characters like Falcon/Dorf, since the attacks they're going for with those are high lag moves that will get horribly punished if you don't hit/get shielded and miss the cancel window. If anything I think stuff like knee>knee is just a flashy proof of concept.
It's useful with moves you frequently shff with like ZSS nair or Greninja nair, since they're already lower-risk moves and having your landing lag lowered from 10-12 frames to 0-6 frames still expands on your followup options, or at least makes them easier.
Still, it's an amazing punish if it happens, especially for Ganondorf who kills in like three reads.