I've noticed jab has unpunishable uses when it hits a shield near the ledge; the shieldpushback forces the opponent to grab the ledge. This is pretty standard with a lot of her moves actually (a lot of everyone's moves as well)
I do that with her F-tilt all the time as it pushes the characters back enough to become safe guite far from the ledge. Sadly it's too slow for any followups
BTW, have you tested if opponent could escape jab => D-tilt/-smash combo near the ledge by fastfalling or buffering a jump or fast aerial?
Some characters have tiny and laggy rolls which can tech chase into a lightning kick...
Namely Charizard and his troll roll.
But who says you'd have to tech chase into LK? If they have short rolls you can tech chase into F-smash, U-smash, U-tilt... anything really. It actually might help to get some kills from characters with short rolls in some situations.
Example: you're playing short character who's at the high percents and D-tilt on a platform, tripping him. This happens at the right side of the stage and you're facing left, so many of your options could be DI:ed and wouldn't kill. What you do is to drop down from the platform and Uair his rising attack/roll, possibly getting a kill. Outside of a platform you could still tech chase into running U-smash or walking U-tilt and still get the same result.
I agree that it's almost always better to attack straight after tripping D-tilt but this isn't something to completely ignore.