Eh, it works sometimes. Sometimes you can sneak one in after whiffing an attack they think they can punish, if you think they'll go for an attack instead of a grab. Usually, after a whiffed Jab, Up Tilt, or Up Smash, maybe a missed grab. That's a little messy, though. But basically what I mean is, try to make them think you're punishable, rather than using it as a response. If they're the kind of player that likes to attack your approach, just jump in with a counter, and they'll start thinking twice about your jump-ins. Of course, it also helps sometimes against those really persistent players that like to chase you with attacks once you're in the air. All in all, it's really a lot less than stellar. The startup is a joke, the knockback is not going to KO, and the hitbox is extremely concentrated, so it whiffs even if you manage to counter, half the time. But hey, it's a counter. It's not something you'll actively use, but it's an option that's there, and played right, it can be an ace, and condition opponents against getting too offensive.
I like Reflect. It's a little slow, but it's a big wall, and shuts down campers since it can maintain constantly, with Palutena herself not risking becoming an easy target, since she can even move around during the later half of it. I like to use it to control space against people that like to grab a lot. If I can tell my opponent likes to shieldgrab aerials, I like to jump in with a Reflect on them right before I land. I think it's an interesting move, simply because of how gimmicky it is. True, it's a little pointless if your opponent has nothing to reflect, but the move also is unblockable point blank, and has that weird windbox that can push enemies back, or sort of suspend airborne opponents. I use it a lot more than I should, like, often, if there's some breathing room, and kind of just roll along with the results. If Palutena's default moveset has something going for her, it's weird tricks like this that mess with the opponent.
Autoreticle... it's okay. It's so telegraphed that it pretty much won't work as a straight attack, but it's an amazing poking an anti-camping tool. Mainly good at getting people to go offensive, or disrupting projectiles (like making Dededes cry). Between Reflect and Autoreticle, Palutena truly makes characters like Duck Hunt Dog or Villager have to play her own game.
Warp is... bleh. Ledge-canceling is cool, but it's too stage-situational (it's fine on flat stages, too, but it's a bit of a risky trick). The worst part is that it has a bit of time before ledge-snapping, a period with no invincibility. Feels like there's nothing I can do against Little Macs or Lucases waiting at the edge with Down Smash. Or anyone who can time any move against me reappearing at the edge. You can warp over and onto the stage, but it's so laggy they'll just turn around and punish that afterwards. Anyone else have this problem? It feels like a huge hindrance but I never see mention of it. On the other hand, on-stage warps can get you into favorable positions with good reads.