The real issue with grabs being difficult to answer lies in how fast they are compared to other games, plus the ability to dashgrab and the generally higher mobility of smash.
Are they? Seems like Street Fighter V's throws are all frame 5. Command throws vary of course. In context to other games, maybe Smash's grabs are faster despite actually being slower in startup. Other reason: Smash's grabs wildly vary in startup, range, recovery, and even function with the biggest example of a different grab being PAC-MAN's which has frame gaps unlike everyone else. Other than that, you just have close-range (Mario), mid-range (Yoshi), and long-range grabs (Link). Even then, they overlap like how Lucas has a tether grab, but its shorter than the others or how Melee Marth's grab might as well be a mid-range one. They also don't really have a template like Lucas has a tether grab, but his is frame 12 which is faster than pre-1.1.5 Greninja, Villager, and Yoshi's mid-range grab.
If it were up to me, all close-range standing grabs would be frame 6, mid-range frame 9, and long-range frame 12 -- yes, even ZSS's. Dash and pivots would be similar to what they are now or can deviate just to be unique like how Greninja and Yoshi's dash grabs are faster than their standing grabs -- the implication that Greninja would have dash grab faster than frame 9 is scary -- or how PAC-MAN and Wario have the same startup on all their grabs, but Wario's might have to stay frame 8 for dash and pivot if he had a frame 6 st. grab. Doesn't have to follow this perfectly, but it's more to tighten the startup range since it's weird to see noticeable gaps and them making no sense. Greninja and Zelda's standing grabs have similar range, but before 1.1.5, Greninja's was 4 frames slower for no reason. Or you have certain characters like Bowser and Little Mac who have frame 9 grabs that don't have the range of a mid-range grab or Samus having insane amounts of recovery on her grabs when none of her throws KO and none of them can setup for KOs while Link rocks grabs that have low recovery compared to hers, he has access to a KO throw, and his setup throw kind of is more reliable when his damage per hit is much higher than Samus's or ZSS's has high recovery, but not as high as Samus's, she can setup KOs with them, and her dash grab having noticeable slide not to mention the her raw ground speed makes ZSS's grabs have much more reward to combat its risk.
Anyways, I've always wanted Ganons jab to have armor, it would make jab more unique and give him a way to get someone off him quickly, but the speed buff helps just as well, Ganon I feel needs more kill power on down b as well, the move is a bit undertuned as of now, it'd be nice if ganon could kill out of burst range.
I'd rather see Ganondorf rock a Zelda jab where she has high startup, 11, but low recovery, 9. Obviously, he shouldn't be able to do this:
https://youtu.be/NqtpdTyXd6Q?t=53, which technically would be impossible as Ganondorf's command throw and burst movement is much slower than Laura's not to mention his jab would still be slower than Laura's frame 3 light punch or this which is just funny:
https://www.youtube.com/watch?v=KCjmlxRRLVI. Ganondorf's 1.1.5 jab is better compared to his pre-patch jab, but I do think it's still overlapping with his Ftilt as a hard check to push back people, especially pre-patch where it didn't do enough damage, knockback, and had similar recovery to Ftilt, pre-patch jab's 26 to Ftilt's 28, but was 2 frames faster to make up for all of that. Now, it's kind of better, especially in recovery where it has 21 recovery frames, but maybe it should be a "different move" kind of like how Marth's jab 1 was changed from being a horizontal hit to a more vertical hit. Before, Marth's jab was kind of like a weaker Ftilt that didn't do much except lead into "another Ftilt", jab 2, but after 1.0.8, jab 1's vertical angle allowed Marth to mixup with it; Marth could Ftilt, probably Utilt, and Side Smash for a mixup along with the usual immediate jab 2, delayed jab 2, or choosing to do nothing.
A weird and could easily be broken idea if done wrong for Ganondorf's jab is to make it be able to shield pressure. Much lower recovery would do the trick. Oh, but Ganondorf's jab is way too spammable now! Remember this: Ganondorf doesn't have the mobility or startup to quickly followup, jab's startup is frame 7, and jab having relatively high knockback means he's going to push them out. The idea is to allow Ganondorf to poke a shield, make them react, and respond by just jabbing them again or mixing up with another option. Ganondorf's not realistically going to be able to jab a shield to shield break or cause a situation where he can instantly KO because you panicked. Nothing is changed to his other moves, so if he jab and decides to Ftilt thinking you dropped your shield, but you don't, welp, have fun punishing him for making the wrong guess, however, if you panic, roll back, and Ganondorf reads this, he could (try to) "chase" you down with a dash attack, Flame Choke, or Wizard's Foot. Right now, Ganondorf's jab is -16 on-shield with the sour 6% and -14 with the sweet 10%. Dropping the total frames by 10, from 28 to 18, making its recovery 11 would make it at best, -4 on-shield and at worst, -6 on-shield. That could work as there's a low enough frame advantage where Ganondorf won't get horribly punished, but high enough that he's still at a disadvantage. 0 frame advantage with the 10% hit and -2 with the 6% hit would need a 5 frame drop to 14 total frames which would give him a 7 recovery frames which is probably the lowest a jab would have in the game. A frame 7 jab with 7 recovery frames... End result is he'd have a jab nobody has and one that is naturally kept in check by his mobility, its startup, and its frame data making it push people out rather than like Ryu's light Dtilt which is frame 2 setting up or Zelda's lower knockback allowing her to link into them at low percents.