Just found something relatively cool. It mainly works on taller characters (Falco or taller, I'd say).
When an opponent is at high percents, do a SH bomb draw, likely in retreat. At the very last moment of your SH, simultaneously double jump and throw the bomb toward the enemy (i set L to jump and use L+c-stick for this kind of throw).
At this point you can:
DI away from the enemy immediately with the double jump, which should give you enough time/space to draw another bomb, throw a down angled 'rang, or, in case they read the approach well, do a FF air dodge. The point of this option is to remain relatively safe while frustrating someone at high % who is trying to avoid a KO.
or (and here's the killing part)
DI toward the enemy with the double jump. If the bomb hits, the enemy (depending on DI) should pop up right into FAir territory. This whole thing can be quick enough for a surprise KO. If the opponent, however, shields the bomb, the bomb's trajectory (which is slightly higher than it usually is, since the throw was done during the double jump) will likely make the bomb bounce up off the shield, allowing an aerial bomb catch -> quick bomb throw.
These two options are best used in moderation. Typically with a retreating SH bomb draw, a TL will reverse bow-cancel or retreat with a JC bomb toss. Some enemies might not expect the bomb throw so quickly after the draw.
As Santi has said, play around with this kinda stuff. With TL's myriad possibilities in combining projectiles/aerials, the player who pushes him to the next level will be the player who knows the set ups, and how to surprise. People criticize TL's combos as being too situational? Then let's try and find an option for as many situations as we can.