Nice video @
Lawn Chair
, proud of you^^
Huge post incoming, addressing some of the community work, grab game, spacing etc. you mention.
First, I think it is good to mention the angles at which the moves best for spacing have the most range. So, for fair it is 90°, so directly to the side MK is facing. In a practical situatio that would mean you would for example input the falling fair later than against big characters to get the optimal angle on their nearest hurtbox. For nair, it is slightly downward, maybe a 70° angle (because of the outer sword spin starting there). If you use nair to space (of course not when pressuring because then you normally use the inner hitbox) if you are slightly over the character you space against it works best, so you want to have the most extended opponent's huurtbox at that specific angle.
You mention the spacie matchups for the use of the defensive Meta Knight, but as result of the trandescent hitboxes lasers still get through the retreating fair wall. If you are near enough, projectiles in general are punishable so that helps you there but always be aware that you have to face projectiles as soon as the range between you and your opponent increases again.
I completely agree about up-smashand its uses.
Then, next would be the grab-oriented Meta Knight. I would barely use f-throw, except for edgeguarding purposes. All that up-b followups you mention can also result from d-throw. B-throw is a read on 45% onwards on mediumweight/fallspeed when d-throw gets incredibly worse because you just have no followups on DI away + techroll away. B-throw counters DI away with turn around full jump fair, also nair is possible. D-throw is still the best on low %s and against characters with bad techrolls. With d-throw and b-throw guessing you can at least sometimes get something. Now lets discuss u-throw.
A bit of percentage data on up-throw. Percentage windows are normally like 5-10% wide in each direction. The first percentage number refers to a followup on same height, so u-throw->up-b, up-throw->nair and up-throw->fair should work here, at higher percents, so with more hitstun, also up-throw->fastfall->up-air/back-air. As characters to test against I took Fox, Link and Jiggs as examples for fastfaller, medium and floatie, also MK because mirror matchups are always important if you want to understand your own character. Note the percentage given is correct before the throw, not directly before the followup.
Fox - 80%
Jiggs - 0% (base knockback is enough here)
MK - 55%
Link - 30%
In my opinion more rewarding is the case if your opponents is in that way over you that jump -> up-air will get him because up-air should always lead to more and if you get an up-b after that this could already be a finisher.
Fox - 110-140%
Jiggs - 25-50%
MK - 75-105%
Link - 60-85%
On the first and last percents the knockback angle is screwed up so there may be no direct followup but still some positional advantage, the mid of the percentage window given is best for combos.
The conclusion: On really floaty characters, up-throw as soon as d-throw isn't good anymore and try multi up-airs and nairs, maybe finishing with an up-b. Because Jiggs is an extreme, most floaties will have good up-throw->jump->up-air->more at around 50%, so when d-throw should be replaced. Same goes for medium fallspeed, except that they should do maybe a u-throw->nair/fair (shuttle loop has a long time until you can land again and won't kill) first and at u-throw->jump->followup at higher percents. Around 40-60% the b-throw mixup is also a solid option because they probably expect d-throw and DI away. Against fastfallers, u-throw->up-b is a kill move (note that Fox would, dependent on the staling, be somewhere around 105% after the up-b and that is probably a kill). Against MK's kind of fastfalling, linking a jump->up-air into up-b is more likely to work. Until the percentage is reached, d-throw b-throw guess game is an option against fastfallers, or, u-throw->dair, works only if enough hitstun is applied, I would't recommend it before 60%, and it can be a solid mixup with high reward. If they start SDIing it, b-throw d-throw guesses are better again.
Also d-throw techchases aren't fully developed yet (or at least, I don't see people doing what they could, because some people are probably aware of the options).
No tech, near: f-tilt reset, charged DCape punish.
Somewhat more away: D-smash. Covers tech without roll, techroll in your direction and no-tech.
Tech without roll: Instant dimensional Cape or regrab, depending on percentage (if they are getting out of good grab percentages, do the Cape, otherwise regrab)
You catch them before they hit ground: Your choice, probably regrab is mostly the best because CC is often a problem but you have tons of options.
Techroll towards you: Regrab or d-smash or sth. Also many options.
Techroll away: Run at them regrab at lower %s, at a bit higher %s downward angled side-b works better than you would expect (!), not an easy timing and not possible at some weight/fallspeed/percentage combinations, but implementing it will buff your techchasing game.