For Snake, he can litter the field with all sorts of explosives, yet most of them can backfire on Snake if he's playing foolishly. Grenades can be tossed back, Snake can be tossed into his own mines.
For DDD, his minion control requires constant input and monitoring to see any real benefit (unless you get a lucky random Gordo, but that's more of a projectile, not really a trap in itself). Recall that Dees and Doos can also simply be swatted away.
Then we have Toon Link, who's able to toss around static traps that have a constant, non-friendly-fire hitboxes that linger around without disappearing. It's possible to clear arrow traps away, but since they're so low to the ground, they require specific attacks from most characters, while a few have a slightly more difficult time.
Funny how you didn't mention any of the advantages waddles and nades have over arrows. I'll fill in for your bias:
Waddle Dees and Doos have a constant hitbox that doesn't go away when you touch one. They will often "clang" with the attacks meant to dispatch them, allowing another to attack freely for a few frames. When used properly to attack, they do much more damage than an arrow. Even if you do manage to swat one away, you have to deal with extended hitboxes, giving DDD precious frames to start setting up again, or even attack. Finally, if you manage to break through, DDD has a much better physical camp than TL with bAir and throws. Where are the cries to limit a Waddle Dees to 2?
Grenades do carry the risk of self-damage, but you also have
significantly greater reward as compensation. Grenades do as much damage as several arrows combined, poke shields, and can be used skillfully to kill very early. Even simply holding onto a grenade is a powerful threat that can KO a mid-high damage attacking opponent, or break the combo of one with low damage. Their actual utility as a trap is just as good, and you are encouraged to spam them in order to pull the even more powerful and dangerous proximity mines. Between grenades, proximity mines, land mines, and C4, snake can get four or more deadly hurt boxes on the field relatively quickly, and you don't have the luxury of swatting them away with low powered tilts, jabs, and walking power shields. Oh, and like DDD, his CQC is much harder to deal with when you do get close due to the power and range of his jabs and tilts.
Edit: Kien makes good points about Snake and Charizars too, read above.
PowerUp, you really shouldn't be going on like you're the best person on this forum, saying people need to beat your best to prove a point. It makes you look arrogant, and doesn't help your case whatsoever. People are putting out good points to both sides, and this mentality of being an authority in balancing just doesn't fit you.
I didn't say I was the best on the forum. Way to put words in my mouth. I said that if the arrows are broken, you should be able to beat most if not all of my characters by spamming them. Why would this be a problem, unless you don't actually think they are broken? To his credit, Thor challenged me, giving us the chance to put our money where our mouths are, which is worth more than a hundred of these posts. Once we play, I'm going to post the matches so that everyone can make an informed decision.
The only mentally I've had is "proof over theorycraft". I suppose that must sound
so arrogant when you really want a nerf for personal reasons, but that
is how balance is done in the game industry. It's unbelievably hypocritical of certain people here to call Kein out for playing favorites with Link's buffs, then turn around and ask for baseless nerfs for a character they don't like in the very same thread. This is disappointing.