Reposting in a more organized fashion since there were complaints about my original post containing more than just requests. Wish I knew how to code for character icons to increase legibility.
IKE:
Ability to perform grounded specials out of QD. These were removed along with NSM despite not being in a changelog. When I first indicated this, Pin said that these things were still possible, though they aren't. Even if QD ou of QD isn't possible I"m fine with that since it prevents him from being rushdown.
Heftier/more consistent windboxes. They're pretty much useless since ledge-snapping is so consistent and recoveries are so good. The windboxes on usmash and dsmash in particular are generally unnoticeable.
Grant aether at least 10% armor, since most aerials deal more than that anyway. What's the point in Ike having a ledge-grab limit if his recovery is going to be gimpable regardless? If not 10% armor, then restore the super armor and perhaps limit its frames to specifically when he's kneeling over just before jumping to reach his sword, instead of having it start the moment he raises Ragnell above his head.
Make the original QD hit optional or cancellable on-hit. Ike is still easily gimped should he be lacking a jump if an opponent intercepts his QD low enough on the stage.
Please include all of Ike's voice clips (and to that affect, everyone's)!
GANONDORF: anglable ftilts to make him feel less stiff; they could be made to launch in the direction of the kick, or to simply deal flinching damage with no knockback for the sake of follow-ups, which would also lead to him having a better mix-up game.
Much like how Pichu can hold the attack button on his tilts for additional effects, dTilt's quake-box should work in much the same way, with the tap version being an electric stomp that knocks opponents up; this would make it so that Ganondorf has more than one way to start an air combo that doesn't require a grab or that he be moving. In this case normal fTilt could be made a held input and tap inputs anglable, so that Ganondorf will have a quicker get-off-me move w/ range that isn't his jab.
do away with the mostly useless gandouken (i preferred the one that looked like an extended warlock punch and served to kill, but overall I don't think they're particularly applicable); not sure why Minus devs are against a reflector for him; the window is relatively short for his cape in PM compared to Mario's cape
dSmash is easily over shadowed by other options unless the first hit is made to connect into the second as well, apparently this is already a thing, but I've yet to see it work in my most recent Minus updates.
Grabs shouldn't kill as early as most of the rest of his moveset. I think they should be some of his latest killing options. dThrow combo starter makes sense to me. I think each throw should combo at specific percent ranges, w/ bthrow being his clinch kill move for when his target is at high percent and he grabs @ ledge; uthrow multihits make the move slow and relatively useless in doubles and FFA since it can be intercepted (fixed if given armor while performing throws)
FIX TETHERS: on ZSS and Ivysaur (as they are the only characters I play with tethers), oftentimes the tether will extend to the ledge only to be like "lol jk" and retract; it's usually when very far offstage when this would happen, but I would say that instead of this, make it so that the tether doesn't extend to the ledge at all to avoid players feeling trolled by their own character, or make it so that the tethers extend MUCH faster so that the characters don't drift further while it extends to the ledge. I understand this happens because by the time the tether reaches the ledge, they are out of its detection range; if the detection range could be adjusted, this problem would be fixed
BOWSER: What will be added to him according to the approved requests seems like it'll help him. But his easy-bake combos should be removed. side-b burial into down-b three times in a row, or mixed with side-b burial-> wait for escape-> galactic crusher combos take care of the majority of the cast.
ROY: Fix sweetspots! Marth's is his tipper! Ike pretty much has uniform hitboxes on the sword. Roy's sweetspot should be on the hilt, no further than the middle of his sword. He feels much like side-b->dair the character as it is relatively safe and reliable both on and offstage from what I can tell. If the sweetspot could be kept between the hilt and the middle of his sword that would make a lot more sense for him, with the literal tip of the sword being the sourspot on all his moves.
JIGGLYPUFF: Since Sing can be blocked and dodged, why is it still counterable? Seems unfair that any character with a counter can counter...sleepboxes?
OLIMAR: Still can't help but feel like he needs reworking. Seems to spam happy with certain moves in particular MUs.
WARIO: Extended fthrow should kill at reasonable percents. The hitboxes on others while he performs the move is useless in singles, and barely applicable in doubles since you can also hit your opponent (assuming ppl aren't babies and play w/ team attack on). This could be fixed if the move retains its strength but has a more horizontal angle.
CAPTAIN YES: Fix weird landing lag when landing with Instant Falcon Punch
Please consider FFA and team battles in terms of balancing. It seems that you are since I recall that the phenomenon where characters being launched could hit other characters is being removed, but I think this should be looked at all around.
Add a debug mode in-game so that newbies can learn their characters' hitboxes nuances more easily rather than needing to use a computer program and get their hands on a bunch of other stuff just to do so.