Rolex used to secondary G&W as a check/counter to Snake's bad MUs, but in the set that I beat him, I was able to beat that with Ganon. Also played a ton of friendlies in that MU for practice.
I really don't think you want to be going to bigger stages. Gdubs is way more mobile than Ganon and having a bigger stage simply accentuates that. It's really hard to get a 'survival advantage' against him because he is so ridiculously good at killing in three major areas: out the sides (fsmash, 9 hammer, nair), off the top (usmash, dsmash, upB combos), and gimping (like, everything, lolz). Meanwhile, his recovery is good enough that he can always make it back if he isn't outright KO'd. I personally think we should bring him to smaller stages to level the playing field.
To me, GW kinda feels like a slower MK with dumber combos. I personally feel that Chef isn't really a big deal, although it's still pretty annoying. What is a huge deal is the fact that G&W can randomly throw out stage-traversing DACUS's that are safe on block. However, I'm pretty sure we can jump over that on reaction and stomp his head. On the ground, keeping him out with ftilt is good. Luckily, we out-range him on most of his moves, and we can jump over some of them, like his dtilt, too. We can wall fairly effectively with bairs. Correct me if I'm wrong, but I believe we can CG Watch to mid %'s at which point we get a hard punish off. At that point, he should already be close to death, lolz. Grabbing him can be tough, though; I think he can duck under our grabs with the early frames of his crouch (his hurtbox rises after a little bit). When edgeguarding, just remember that pretty much everything out-prioritizes his upB hitbox and he can't act until after he hits the apex. If he doesn't sweetspot, you can fair, stomp, dangled ftilt, etc. I find that ledgehogging Game can be tricky only because his upB has no landing lag, it's hard to gauge when he's no longer able to make it onstage, and he can DJ after it.
It's really weird trying to DI his throws properly because as far as I can tell you can't identify which one he's actually using. Well, actually, that's a lie. I went in frame advance and found the only difference between the four. Right as he launches you, his hands take up a position. If he will throw you to side, the hand on that side will extend. If he will throw you up, one of his hands will point upwards. If he will throw you down, then his hands take a symmetrical neutral stance by his sides. How does this help you? Well, the painful answer is that it doesn't. As far as I could tell, the throws are completely identical up until that instant that he launches you, meaning you can't possibly react and DI accordingly; you have to guess. I simply don't understand why the PMDT left this nonsense in when they made moves to remove many of the other DI trap throws in this game and make general throw games less silly overall. This especially doesn't make sense when you consider that, in Melee, you CAN tell the difference in his throws and react accordingly by looking at how the character being thrown shifts his position in relation to the other little black balls hovering above Gdubs. Just part of why I think Game & Watch is a little stupid right now.