I know. What I'm saying is what if he got his double jump back as well if the side B connects?
It's not really necessary in my experience. If you doublejump, side-b, get interrupted, then up-B or side-B again, you can pretty much always make it back. Not to mention that you just knocked the other player away. And this suggestion also doesn't really address the problem of Ike getting absolutely assraped by gimp characters.
was the lag after Ikes forward b WITHOUT connecting increased?
it seems like there is more wait till you can do another move from his forward b. (like.... without him swinging)
This was a legit bug that was in the first version of B+ v5.0...the frame speed engine was messed up and skipping lines. They fixed this with a new .gct file within the first day or two of 5.0's release. There is a chance that this could be what you are experiencing, if you downloaded 5.0 right after it came out and didn't get the fixed codes.
I do feel that Ike might need just a bit more of a boost to be up with the rest of the cast, but we should be catering to his strengths instead of fixing weaknesses. One suggestion off the top of my head would be to lower the trajectory of either his fthrow or bthrow so it allows for techchases. Power characters love techchases, and his grab game is really bad right now, so this seems like it could be a good idea on paper.
I am kind of picturing DDD's dthrow, but maybe on Ike's bthrow to make it different. That way he could jab / nair somebody who rolls in front of him, bair / dair / pivot-ftilt somebody who stays in place, or side-b > jab to try to catch somebody who techs away. It would be buff that adds mindgames / depth to Ike's game, instead of doing something "E-Z mode" like buffing his recovery. Plus it would give him a good setup for edgeguarding if he can get a grab in close to the edge.