7.0 now and still nothing. I'm starting to think the balance team are kind of clueless. Mid tiers like Cloud and Diddy get buffs while some of the low/bottom tiers haven't been majorly buffed if at all. A few like King Dedede have even gotten minor nerfs.
My wishlist for Jr. buffs:
F-tilt: Less safe than d-tilt perfectly spaced and doesn't kill until absurd percents.
6 frames less end lag, moderately increased KBG & 0.5% more damage on sour spot, greatly increased KBG and 1% more damage on sweet spot.
Dash Attack: Bowser Jr. travels further to catch rolls away, slightly more KBG so it kills at reasonably high %.
Up Smash: Taller hitbox so it doesn't trade with barely disjointed moves like Palu nair and functions better as an anti-air.
D-air: lower launch angle when the last aerial hit connects so it can actually edge guard, 1 or 2 frames less landing lag to allow for follow ups at low% and be a bit safer on shield.
Clown Kart Dash: Heavy Armor also applies to Jr's body so stray projectiles don't interrupt you so easily. Jr already takes more damage himself so hitting him and not the kart will still more effectively interrupt Side B.
The speed would be reverted to pre-buff levels to compensate and solidify it as a move to beat out weak attacks.
Run Speed: Slightly increased to help follow his projectiles and make Jr. rely less on Side-B to get around.
Clown Cannon: A worse K. Rool Blunderbuss, need I say more?
5 frames less start-up, 3 frames less end lag, takes 40 frames to reach full charge instead of 60 but charge can be held for 20 frames for mixing up timing.
Mechakoopa: Too slow to use in neutral and too easy to deal with even when you can deploy it.
15 frames less end lag, Mechakoopa activates on frame 35 instead of 48, Mechakoopa lasts 2 more seconds before self-destructing, Mechakoopa turns around on shield instead of deactivating and can't latch onto opponents for 1.5 seconds after hitting a shield.