Kill percents don't really matter. I want to see the advantage that some moves get. (like some people stated that ike's jab>utilt is legit. =/
To make a long story short, combos that work at low percents are nerfed. Combos that start working at lower-mid percents are buffed. Most Jabs are worse for linking into their final hit, but better for mixups and alternative links. Moves that already KO early don't get as noticeable effects as moves that "kinda" are able to KO.
Generally speaking I would assume 1.1 benefits strong versatile spacing games that have moves that "kinda" were able to KO. High weight also matters much less in 1.1, since the KO percents that are affected the most are "high" KO percents.
I would easily consider someone like Jiggs better than Wario in 1.1 for those reasons. She has a better strict spacing game than him, her combos benefit a lot more than his from 1.1 mechanics (Wario's combos already work at 0% in 1.0, so they only become harder to do, while Jiggs needed to rack percent for her B-air to combo), and her F-air was a good offstage KO move in 1.0, probably a godly KO move in 1.1. She doesn't really care about getting KOed earlier, since she already dies at low percents anyway, and her survival is really just dependent on how well her player spaces and camps.
Renegade also told me that Mario was ridiculous in 1.1 mechanics, due to his U-air juggles becoming a lot more lethal. And I can definitely see why, since Mario's U-air juggles do not truly hitstun link into each other at low percents.