Since it seems you are pretty content in wallowing in your ignorance, I don't really feel like explaining too much, why that is ignorant. You are wrong on such a fundamental level, both about Zelda and fighting games, we would literally have to start from square one and there are plenty of resources you could learn from, this board being one of them. However, since I'm generous, I'll give you a "small" snippet:
Nayru's Love
Can be baited and the copious endlag punished severely. Large disjoints can go through it and hit Zelda safely. Characters with Fox's Nair, can drop straight through the corners on the top and hit Zelda. The intangibility is only at the start, so you need precise timing in order to make effective use of this move.
Farore's WInd
Has a not insignificant startup and a large amount of endlag, making precise timing and reads mandatory or you'll be eating a hard punish. It only has specific distance, so proper spacing is required to hit opponents at various parts of the stage. Not safe on shield, not safe on whiff, not safe using when some characters are on the other side of the stage. The ladder can be DI'd, so requires an angle adjustment and DI read. Also, the obvious startup, means it's easy to time a two frame, which can easily be done, with a sufficiently wide or long lasting hitbox, requiring Zelda to mixup her recovery.
Phantom Knight
If either Phantom or Zelda is hit before the hitbox comes out, it will immediately fall apart. This means projectiles and any attack can easily interrupt requiring Zelda to be smart about how she charges. There is also a fair amount of startup and endlag, so requires proper spacing to safely use. When the hitbox comes out, you have the option to do anything from jumping to parrying, so it requires conditioning and a read, done through observing the opponents habits. It is a projectile, so can be reflected. Ledge trapping still leaves a 50-50 between any of the getup options and one other and some characters can avoid that situation altogether.
Din's Fire
Has a fairly long and obvious path and it requires the full length, in order to do any major knockback. This means forcing the opponent to burn through their resources and reading their path. It also will not cover every angle, so you need to be in specific positions. And of course, like most of Zelda's moves, it has a sweet-spot, so you need to be precise.
And since you seem to be so hung up on going out to edgeguard, here's a video compilation done by yours truly, on a character that can't be hit by Din's Fire or Phantom for free:
As you can see, it's a little more complicated than you're making it out to be. I would suggest closing your mouth and actually taking the time to read the board we are posting on. There is literally all this information that would correct your misconceptions, you don't even have to google.