Part of that is just being a counterpick though.
I mean make the hitboxes and hurt boxes more consistent but there is no reason to just change an mu just for because.
Whether or not each character should be able to safely clang them away isn't clear to me because on one hand matchups but the other is that even of everyone can clang them away safely and easily, that doesn't make the mu more in their favor.
It just makes the MU less out of their favor.
MK is a swords character, so it's bizarre that he can't just cut the arrows in half like Marth or Ike can. Or else it's bizarre that people can cut the arrows in half at all.
I see where you're coming from with Captain Falcon and Ganondorf but I feel like picking those characters comes somewhat close to a hard counter on FD [closest thing Minus has] (it's certainly a counter [and here I'm think on vBrawl MU charts, where -4 = [close to] unwinnable, -3 = hard counter, -2 = counter, -1 = disadvantaged, 0 = even, and opposite for the other side]). Now then, if Minus devs want there to be counters in Minus, then this should be left as is. Btu if Minus devs don't want MUs that can almost force someone to pick another character, there should be an adjustment. 'Dorf/MK/CF would still have to spend time poking at arrows, and unlike Falco or Marth their pokes aren't as fast/they don't have quick follow-up attacks that would cover them as well (in my opinion), but I do see where you are coming from.
Also for what it's worth, I think Lucario counters/is well-advantaged against Falco, but I don't think any change is needed, beyond possible a bair that KOs better for Falco (Which I want even if it's not for a specific MU, at the expense of a lower KBG fair). So I don't think counters are bad, but I don't know how much I like the idea of hard counters, and this MU, especially with a few tweaks to TL and CF, would start to look like a hard counter (the dair JC being readded is one thing that is very bad for CF, since it makes gimping CF's recovery even easier).