Here's a list of theories, ideas, & proven (by me) or otherwise known stuff I've been thinking about lately. And no, I still haven't updated my game.
#1: If you plant a bomb right at the edge of a stage, you can intentionally push it off the edge with your collision box. Bombs can also be placed right at the top of a ledge by tether canceling with a bomb while being just over the stage.
#2: You can safely go deep with a Dair and not worry about SDing by catching a bomb near the ledge with it instead of tether canceling. You can also let the bomb cook depending on how deep you want to go if you're good at timing it (the bomb explodes in exactly 3.66 seconds, so keep that in mind). You can't do this with meteor bombs though of course.
Link might also be able to do an aerial, drop the bomb off stage and then grab the ledge right after if timed correctly. It could be done with a FH Uair.
#3: Ledge trump > meteor bomb? First hit bair > meteor bomb setups should be considered.
#4: You can laglessly and easily pick up a bomb with Uair's autocanceled startup for potential mindgames or even as an alternative to Z-catching a bomb from the ground/near the ground when falling downward. Especially since almost all of Uair's startup can be auto-canceled. You can do the same with Dair, but it's less effective.
#5: Why is Uair so neglected? It's such a good move lol. Not only can it be auto-canceled as long as the hitboxes aren't still active, but it has kill potential and can auto-cancel after a full hop. You can also frame trap airdodges with it due to how long it stays out, aside from you having to be right under an opponent by the time the airdodge ends. Heck, it doesn't even have all that much landing lag and can be comboed out of in certain MUs (the bigger and/or taller characters). Uair meteor bomb catch > Uthrow > Usmash, anyone?
#6: Tether bomb drops while being done very close to the ledge can frame trap ledge grabs and create off stage pressure for those that like to hug the stage, much like Villager's Fsmash, only that the bomb falls more slowly and obviously has less kill potential (if you count out meteor bombs). Cancel the tether and be prepared to follow up if a normal bomb hits your opponent or to gimp a baited airdodge while they attempt to recover. But of course, you can drop a bomb offstage after a SH Bair, Z-drop right up against the ledge, or simply soft throw a bomb at the ledge for similar results. And if you don't feel like going for a ledge grab frame trap, you can always tether cancel and drop a bomb from further out in order to put the pressure on more distant opponents.
#7: TCBS (Tether Canceled Bomb Shine) follow-ups should be experimented with against human players. This could be really effective. No need to follow up or even tether cancel though if you have meteor bombs equipped, in which case it is called a TSM (Tether Shine Meteor).
#8: You can more consistently phoenix bomb a Lucario or Mewtwo (most likely) with a FF Dthrown bomb if the bomb hits their tail (works with other "tailed" characters like Fox & possibly Diddy as well). The timing is still pretty strict, though. Same can be said for hitting short characters like Kirby or MK in general, which was already mentioned earlier by Foxy in the old AT thread.
#9: Meteor bombs are bombslides' best friend.
#10: "Dribbling" meteor bombs (as in throwing the bomb at your feet and then catching it again, or not) might have a use besides being flashy (I like to think of it as Link's version of multi-shines
). Since the bomb is always active while it's moving, this means that there is always an active hitbox inside of Link as long as it's out of Link's hand. So technically if you're being rushed down by an opponent, you can dthrow the bomb and then step back a little while they either run into the bomb (usually while going for a dash grab) or are forced to take action in trying to not get hit, which you can then punish. Even if you don't punish, you've at least managed to stop or slow them from harassing you. It's also possible to mindgame by continuously dribbling the meteor bomb and then throwing when someone least expects it. I can imagine it being pretty confusing for someone to approach you at first. Watch out for the 2.5 second long fuse though. Manage your time wisely.
#11: I've always found JC turn-around throwing bombs out of a run super useful when I find myself being rushed down or just to catch opponents off guard depending on the MU. It stops rush-downs right in their tracks almost every time, whether they're hit by the bomb or are forced to shield, roll forward or spotdodge, which you can punish depending on how far away they are. You can also punish wiffed grabs, dash attacks, ect. almost immediately. If they can jump out of the way in time, that just means that you're too far away. I find that it's more effective the closer they are to you, due to them having less time to react properly and because you can capitalize off of a bomb when they're hit if they get
really close. Just don't do it too often against good players though, otherwise it'll become predictable, resulting in them just power shielding through your bombs or even catching them.
Feel free to go ahead and test this stuff out for yourselves.