Since Shaya asked a few pages back what nerfs G&W got, I'll list the ones that I've noticed, or at least some of the changes that people might consider nerfs. You might have been being facetious/rhetorical, Shaya, but I don't mind going through the changes anyway.
Bucket braking is gone- this is kind of a hard hit for his survivability, but the the technique was an exploit that wasn't an intended use of the move in the first place. Me complaining about it being gone would be like Melee players complaining that wavedashing was removed. It does seem to still halt his vertical momentum, though, so it's possible that he could still live purely vertical knock back by using the bucket. I'd have to test it, though.
FSmash lost its lingering hitbox- I'm a little frustrated by this change, since it makes FSmash a lot easier to punish. Instead it was replaced by a sweetspot/sourspot mechanic that makes killing with an improperly spaced torch harder. All of his smashes got slight adjustments to knockback, though. FTilt has become more usable because of this change, however, since it was more or less outclassed by FSmash in Brawl.
DTilt has more cooldown- this hurt his ground spacing game, since DTilt was his fastest and longest-range ground move (FSmash might have beat it? IDK). The cooldown on the move is probably double if not more compared to Brawl. It got a windbox added to it, though, giving it more strategic use, and jab was buffed to compensate.
All of his aerials but FAir gained more landing lag- also a little bitter about this change. He now has no aerials that autocancel out of a low jump. NAir used to, but not anymore (I also think it lost a part of its hitbox that was in G&W's body, but I've not confirmed that yet). He can't slowfall DAir anymore either, which is more of an inconvenience than anything. For the most part, though, the added lag isn't notable. NAir still seems to string into itself at lower percents, UAir was never really used close to the ground, and you shouldn't spam DAir into the ground that much on principle. BAir's lag is definitely visible, unfortunately, especially since it lost the landing hitbox it had. FAir not having as much lag is amazing. I don't think that the weak hit is safe on hit at low percents, but it's still nice. BAir may yet have a use as a way way to cancel airdodge lag; it still has the bizarre autocancel window really early in in the animation where the turtle briefly appears but doesn't hamper G&W in any way.
DThrow no longer forces the opponent on the ground- is this change really that bad? The old DThrow was really easy to tech which really trivialized the usefulness of the throw. The new DThrow has, from what I can tell, more legitimate follow-ups, especially at low percents. And at higher ones, it leads into Up-B, which is no small thing when his customs for that move have kill power.
IMO most of his nerfs are fairly minor or are only nerfs from a particular perspective.