The bigger issue there is that this means the run animation is uneven. And not just that it's uneven, but that it's uneven in a really weird way.
On the subject of the running animation, I went frame by frame with it, and I didn't see any stretching of the feet. So I'm hoping that the preview is giving us a false interpretation...
DThrow > short hop > DAir > DSmash > NB is a really good combo, as you mentioned. It also works with FSmash instead of DSmash > NB, and in fact does more damage that way. But FSmash is a really good kill move when using pistols, so I tend to want to keep it fresh.
I plan to make it so the Down Throw can't lead to long combos too much. But I still want the Down Throw to do what it does. But I want to eliminate the Long Combo Potential.
Aerial SideB's extension would really appreciate the ability to reverse it after the confirmation hit. It's an idea that was brought up earlier in the thread, and one I think would help that move considerably. Especially since it's easiest to land when pursuing a foe who's already been hit or who is running away, but will frequently send you to a Self-Destruct if you actually do so. Being able to reverse it, so she can flip back to the stage instead of out and away from it, would help that problem immensely.
That isn't a Bad Suggestion. Gives me a reason to use another SubAction.
Down Aerial with machine guns really doesn't need the hitbox extending all the way to the tips of her feet, if you ask me. In fact, her body shouldn't have hitboxes on it at all during that move. Just on the guns and over their range to the distance it currently reaches.
I was unaware that the hitbox of the Down Air Extends to her feet. I'd say it extends to her waist at most, but to her feet is kinda ridiculous... lol...
Something else I may do is send a Download Link to certain People that could try out this incomplete version of GSS. I'll be making updates on it whenever. Anybody interested may PM me or post here.