From my personal experience, tap jump is only used for Usmash/UpB OoS. I can actually tilt when I want to though, and all my aerials are C-sticked when possible...
Anyway, since I figure things like this are helpful, here is the Peach changelist writeup I had done earlier today:
Dash Attack (1st Hit):
-All hitboxes have 0 KBG from 50 Allows DA to link much more reliably and not be punished because the KB starts pushing them out of range of the 2nd hit. It can still miss in other ways, with reversible KB, SDI, or hitting an extended hurtbox.
F-Smash:
-1st swing of the match is random, then each of the following swings continues in sequence of ...Club->Pan->Racket->Club->Pan->Racket... Random Fsmash was bad. Strategic Fsmash is good. The opponent should also be able to figure out the pattern and be prepared to DI accordingly.
-Pan +5 KBG (73 from 68) Frying pan is now an appreciable KO move worth the trouble for its lack of range.
-Racket sweetspot damage increased by 2, KBG greatly reduced to compensate + reduce KB curve [13->15 Dmg; 100->77 KBG; 40 BKB] Sweetspot racket KB was way too high for how fickle the sweetspot was and for being far greater than pan and club KB.
-All other parts of racket have increased KBG and normalized BKB [12 Dmg; 60->81 KBG; 30/40->30 BKB] especially when considering the complete fail KB of the rest of the racket
-Hitlag Multiplier: 1.00x->1.50x (Racket; Sweetspot) Damage and hitlag increased for a more dramatic effect on connection.
N-Air:
-Lingering hitbox damage reduced by 4, KB compensated to be the same. [Hitbox A-B: 10->6 damage; 100 ->166 KBG][Hitbox C: 9->5 damage; 100->180 KBG] The sheer amount of damage Peach can pull off on a fresh stock in a matter of 3 seconds was agreed to be somewhat objectionable. This is mostly due to the double hit trick with Nair and Bair and the damage/effectiveness of Dair.
F-Air:
-Knockback now able to reverse hit if positioned with them behind you Allows you to take advantage of Fair's higher KB in some cases of positioning or exploiting normal DI response. Reverse hit can also be detrimental for the same reasons if mispositioned.
-Hitlag Multiplier: 1.00x->1.60x Primary reason was to reduce the current advantage on shields by 3 frames.
B-Air:
-Can now be IASA frame 50 (down from 56) Was dreadfully slow with full animation. Now has the same IASA as Nair.
-Lingering hitbox damage reduced by 2, KB compensated to be the same [7->5 damage; 70->98 KBG] See Nair note. Do understand that the initial hitboxes of these moves have not been altered.
D-Air:
-Linking Hits: Damage reduced to 2 from 3 on each hit, KBG compensated [3->2 damage; 30->45 KBG]
-Last Hit: Damage reduced to 4 from 5, KBG compensated to be the same [5->4 damage; 80->100 KBG] Another aerial damage tone down. The move is still every bit as effective at starting combos.
F-Throw:
-Can now be used to KO at high percents [New: 8 Damage, 83->124 KBG, 45->29 BKB, Angle 45->40] Another rather unimpressive KO option Peach has now.
D-Throw:
-Lower KBG to extend poor DI punishment window [60->48 KBG] A buff only against unfamiliar players.
Neutral B:
-Spores fired no longer clash with other hitboxes The move should now work much more reliably against attacks that have lingering hitboxes.
Side-B:
-KBG reduced by 6 and BKB by 4 from previous setting. New:[1x Size; 15 Dmg; 40->73 KBG; 50->20 BKB; 23°]; Old:[1x Size; 15 Dmg; 40->79 KBG; 50->24 BKB; 23°] Old setting was comically powerful at the edge.
Up-B (Initial Jump):
-SDI Capacity Multiplier: 1.00x->0.70x (First Hit)
-SDI Capacity Multiplier: 1.00x->0.70x (Linking Hits)
-(Last Hit) Hitbox sizes increased by 20% [Hitbox A: Size 6->7.2; Hitbox B Size 5->6]
-(Last Hit) Angle increased to 75 from 60 The move is somewhat more reliable at linking to the end and may open the way for combos.
Up-B (Descent):
-Opening and closing of umbrella increased to 1.2x speed Allows better juggling ability by repeatedly opening and closing the parasol, and allows you to go into FF quicker when closing the parasol.
-Landing with umbrella up and open at 2x speed. A skill based lag reduction. If you don't do it in time, you'll just have full landlag. If you do it too early, you may wind up having more lag than if you just FF the whole thing to start. 2nd attempts with shortening the landlag are not realistic due to the time required to reclose/reopen the parasol.