I don't see how this is the same thing. Little Mac was never at any point considered to be a character with "too many strengths" and his tournament presence is nearly nonexistent. The pushes to nerf him were an impulse reaction to his prominence in For Glory literally the first week or two the game came out, not because he was dominating tournaments.
Whenever somebody tries to point out Diddy's " many weaknesses," the argument boils down to "He is not literally perfect." Every character has weaknesses. Just because Diddy is not absolutely perfect doesn't mean he's balanced: His recovery is wonky? It also goes incredibly far, can launch people it hits, and is very difficult to intercept. You see people preaching "But Diddy's recovery is so gimpable!" and then you see not even one player intercept a Diddy's recovery at the top level of play. It has a learning curve and he can't recover from below the screen. It is by no means bad. He's not a great launcher? What is that supposed to mean? He has some of the fastest aerials in the game and they all launch further than Sheik's forward air. He has a quick side tilt with good range and decent launching power. His forward smash hits twice, moves him forward, AND can KO barely over 100%. His up air is literally the best launcher in the game. His specials aren't high on utility? Who on earth says that? He has a throwable item that can set up an instant grab or forward smash punish or function as a stage hazard, he has a projectile that can be used to interrupt and also held momentarily, giving it mixup potential, his side B can be used for recovery, it can be used as a punish, it's a throw mixup, it can SPIKE. I can't even imagine how someone who says Diddy's specials don't have much utility would describe Palutena's specials.
I say his launching isn't great and you say his side tilt is "decent" (I think that's generous but OK) and that his up air is good. His up air is good, but again that boils down to how he's used with juggling. It's also exactly one move that you've named that's a plus in the launch department. He's unquestionably good at the low-air game but I think his ability is narrow. You say his specials do all these things, but his side B, for example, moves quickly and in a non-standard arc. Does that mean it's bad? No, but that does mean there's only so much one can do with it in a pinch, hence utility. Same with his neutral B: maybe it can do two things you'd like it to do, but I don't know if there's another projectile in the game that leaves the user so exposed. Does that mean it's bad? No, but it does mean there are very few opportunities to use it effectively. Diddy's moves are fairly narrow in their application, which reinforces his juggle game -- it's effective and you can break it out in most any situation. Diddy doesn't have much of a secondary strategy -- as far as I know no one really plays him except to juggle -- so when (I don't think it's if) the metagame breaks down the Diddy juggle, he's not going to be looked at as that same sort of strong character.
That's why I say I think the game will grow beyond Diddy, and that's why I compared complaints about Diddy to the first-week complaints about Little Mac (which as you said correctly were largely due to the way For Glory works, absolutely). Time will tell if Diddy needs to be weakened or if the character's usefulness is just too narrow to stand up over the long run. My bet is on the latter, but you're free to place yours elsewhere.