Egg Throw:
Keep the hop from brawl, and buff the explosion radius by a bit when it goes off. The explosion itself should act more like tink's bombs and hit 2x for 5%, with the second hit having some KB.
Egg Lay:
Increase range on the tounge to like, 1.5x its current length/length of his grab. On top of this, when he poops out an egg it should be at a diagonally downward angle so its always on the ground, and alternatively makes it a little scary if you catch somebody offstage. Lastly, when the egg breaks, give it the same hitbox as his egg toss to allow him to keep up the damage. This is his signature move, it should be Damn good lol.
Egg Roll:
Side B should be altered a good deal, but keep one aspect of it's melee self: the hop. In melee, when done in the air he boosted forward slightly. Expanding on that, how about making the roll similar to Sonic's side b in that it is a "hop" forward while in a rolling egg, but the move now ends after touching ground or jumping instead of continually rolling. On top of that, the initial hop should have super/heavy armor due to him essentially shielding himself, and allowing Yoshi to use the move to plow through basic attacks with the burst. Otherwise the move should remain the same in terms of %/KB, but add the ability to jump out of it at some point.
If Yoshi does not jump out, he will be stuck in the egg roll till he hits ground, allowing him to perform a recovery tactic of side b-jump-(eggthrows)-side b again instead of just relying on his double jump.
Yoshi Bomb:
I have a few thoughts on this move, bit in general I feel as though it should keep the brawl "launch" hitbox from the ground that combos to the drop, as well as maybe increased power.
1) When Yoshi uses this from the ground, give the leap the same heavy armor he has on his double jump. This will turn the move into a pseudo-counter at lower%, allowing Yoshi to punish poor spacing against him by trucking through a move and bombing the for thanks to the launcher hitbox.
2) When Yoshi spins before slamming down, give it a hitbox similar to say, kirbys brawl Nair. This could allow aerial down b to become a sort of anti-combo tool as he knocks people away, then plummets to the relative safety of the ground.
3) When Yoshi lands, buff the stars that POP out in some manner. Probably the weirdest of the options, but turning those into something useful could give use to doing a SH bomb, lol. Or, just make being near Yoshi when he drops a bit riskier.
4) Give Yoshi his DJ armor while dropping down. Straightforward, allows it to just be more threatening.
Any one of these would be cool imo.
General:
Make Yoshi's head intangible/invincible during the start up of his shield animation. He can't shield projectiles because of that, and its dumb. Speaking of shield, is it possible to give Yoshi much more shield HP? That could make his normally "bad" shield worthwhile as it not only prevents pokes, but can take more abuse in general in exchange for its normal drawbacks.