If we're pretending OP wasn't new, then yeah, some more complicated wobble setups are useful to have if your opponent is good at getting around the ones you listed.
All more situational, because they leave you open for punish, but dash attack leads into a grab frequently. If they're a character like Falcon, falco, or a platform camping fox, they need to come down eventually. If you have the read on when they'll drop, up-tilt is godly and drops them right into your grab range if they don't SDI correctly. Mix that up with angled hard-shield/light-shield, and poking up-airs (esp. if they miss the tech on the platform. Usually free-grab, almost always a punish of some sort), and you've got fairly strong anti-air game going on. Just don't get too predictable.
If you're able to get a grab, but Nana isn't in the right place for a wobble, I usually go for one of two options. Against fast-fallers, assuming she's still synced, I'll have Popo backthrow to Nana short-hop Ice Block. If they miss the tech or tech in place it usually jab resets them. Wavedash in and wobble away. If they tech in, wait and grab. Tech out, wavedash out and pressure. Most of your options there lead to wobble. Against floaties, see if you can stall for Nana to get there (or Dthrow), and have her uptilt or upsmash. Often this drops your opponent back into your grab, leading to a wobble. If it doesn't, at least they're above you and have to get down somehow.