Aside from the up B nerfs and the glide nerfs, I'm fine with most everything they did to him, a little salty, but I understand.
Like let's go through this:
Tilts
-Forward Tilt
--Intangibility on head has been removed.
--Hitlag homogenized from 0.95x -> 1x.
Mk yeah the intangibility was kind of weird, if your opponent was anything other than blocking they would lose to this. A pain that it's gone, cause this move is so unsafe on anything other than a direct hit, but you still have jab to work with if you want a nice disjoint in neutral.
-Down Tilt
--Sourspot hitbox damage increased from 8 -> 10, BKB decreased from 65 -> 35, and knockback angle changed from 80 -> 75.
--Sweetspot hitbox damage increased from 10 -> 12 and KBG decreased from 100 -> 90.
Fine with this, the gimp isn't quite as strong but it still works just as nicely. And it combos better since the BKB was reduced.
Smashes
-Forward Smash sourspot hitbox has a normalized SDI multiplier from 0x -> 1x.
Ok nothing to say here really
-Up Smash
--First pop-up hitbox at his feet are now at his chest and reduced in size.
--Hitboxes are no longer unclankable.
So the first part isn't that big of a deal, the hitbox still hit grounded people fine. The loss of unclankability tho, that's a pain. Now it is much much less effective of an anti air, in a character based on juggling. But all this means is that you have to adapt and use different moves in place of this, bait out an option and get a bigger punish.
Aerials
-Neutral Aerial
--Landlag increased from frame 19 -> 25 (+3 frames to L-canceled lag)
--Added TailUb as a collision bone (1st 1/4th of the tail) and shifted Charizard up during the swinging part.
--Initial reverse flame hit damage decreased from 13 -> 11, KBG decreased from 100 -> 90, hitbox moved in.
--Upper flame hit damage increased from 12 -> 13, size reduced, and disjoint decreased.
--Back flame hit window shifted earlier from frame 22 -> 18, knockback angle changed from 28 -> 50, KBG increased from 90 -> 100, and hitbox moved in.
Land lag is a pain in the butt, makes it much more unsafe, but I don't think it wasn't deserved. The shift in the collision doesn't seem to affect me that much personally but that's just me. The reduction in the flame hitbox is kind of dumb, but also understandable. Hey at least it combos better. Upper flame disjoint isn't that important but can make anti-air combat a little harder, but if we were honest, it was really really hard to get down with that move covering Zard. The gimp hitbox getting nerfed? Also understandable, since now instead of killing outright you have to then re grab ledge and set up another ledge guarding situation in lieu of killing them outright. But this still kills fast fallers quite reliably so it's not the biggest deal. It got a bit of a damage buff tho.
-Forward Aerial
--Animation changed, with different hitbox coverage but identical horizontal reach.
--Strong lingering hitbox from frames 13-15 has been removed.
The lack of the lingering hitbox isn't the worst, overall I feel like Fair got buffed in general.
-Down Aerial animation doesn’t move upwards as much at the beginning.
Very needed fix for YS and WW, Dair is much more effective on those stages now.
Throws
-Up Throw bug that allowed for ceiling KOs with descending hits has been removed.
Well this still needs some bug fixing but it's w/e
Specials
-Neutral Special (Flamethrower)
--Hitboxes decay to 1% starting on frame 11 from frame 13.
--Decayed hitboxes no longer cause flinching or knockback but are larger than before. Normal 2% hitboxes are unchanged.
--Slightly increased size of flame GFX.
We've already kind of talked about this one
-Up Special
--Grounded intangibility moved from 1-5 to 3-6
--Grounded Up Special initial hitbox knockback angle changed from 361 -> 50 and BKB increased from 67 -> 70.
--Grounded Up Special flub hitbox damage increased from 9 -> 10.
--Aerial peak has HipN ~2 units lower for vertical sweetspotting purposes.
--Both air and ground FSM speedups removed, shortened hang time by enabling gravity earlier instead.
--Reduced amount of horizontal TransN movement at the end.
--Landing on platforms has been made more natural.
K so this one I can rant a little at.
This move was in essence, a dragon punch, which isn't a bad thing. Heck, uppercuts in most fighting games are a very useful way to get out of pressure, because they have start up invincibility. Now why did they move the invincibility? It seems a little odd... The thing is, the first hit box appears on frame 4, so you get one frame of intangibility, but the thing is, that if your opponent hits your up B, then they will clank, and if they don't they will get hit regardless. So frame 4-6 intangibility seems rather redundant since you are either going to clank or hit, never counter. Thing is, that even though this was a DP, it was horribly unsafe, heck even sometimes on hit. CC teching could destroy this move, and especially by spacies. So why nerf it? And while the hitbox changes were an attempt to reduce CC teching, it didn't work that well. Peach was still able to CC tech it at over 100%. Also another thing, the reduction in the height made it even more unsafe OOS. In 3.02, you could use it on the ground and still get to a top platform to keep yourself moderately more safe, but now that was changed. You used to be able to abuse the full extent of your horizontal reach and you could still make it up there, but now you have to go straight up if you want to land on a platform. I hope that is something that gets changed.
Despite my ranting though, I still have been able to use it to great success, but the changes didn't seem to add up with what we were thinking they were going to do...
-Down Special (Fly)
--Removed frame 1 momentum halt.
--Intangibility removed.
Ok yeah idk why fly had start up intangibility.
-Aerial Down Special (Glide)
--Removed frame 1 momentum halt.
--GlideStart now plays full animation with initial wing flap.
--GlideStart has momentum loop to accelerate/decelerate Charizard from his previous horizontal velocity to his glide velocity more smoothly.
--GlideStart’s initial minimum horizontal velocity increased.
--GlideEnd and reverse GlideEnd go into aerial fall (action F) instead of fall (action E).
--GlideEnd turn happens on frame 5 + momentum reversal.
--Glide Attack intangibility has been removed; hitboxes have been shrunken, hitboxes have less disjoint. and hitlag multiplier decreased from 1.15x -> 1x on strong hit.
--Glide Attack and GlideEnd interrupts made earlier to compensate for added startup animation.
OOOOOOohhhhhhhhhh baby this one has been the hot topic, but we've talked so much about this I won't bother. Also apparently the PMDT is working on a new one, so never fear.
Others
-Dash Attack IASA frames delayed from frame 34 -> 38.
-Spotdodge intangibility +1 frame, IASA +2 frames
-Ledge Attack bug on Dracula’s Castle where he falls off was fixed.
-Ledge grab box y-offset 11 -> 13 and width 15 -> 13 to increase vertical reach during jumps/falling to adjust for global edge changes.
-Up Taunt has a new animation.
-Final Smash has been created.
K the dash attack IASA frames kind of suck, but I can't think of a reason I would want to use them aside from if they block it, but then I'm going to get grabbed/hit anyway so it's w/e. Zard's spot dodge still needs work tho, you can spot dodge a grab and then still be in lag before you can act, so they'll just grab you anyway. Ledge stuff is kind of w/e. Utaunt is boss cause finally he has a taunt that is cool. Final smash is cool too but I was still hoping for a Mega X transform 
Anyways, there's my view on the changes. Yeah some of them suck but he's still solid, you just have to think of different follow ups and such for things.