It doesn't. It gimps Link's recovery for a move that does lots of damage and kills.
Link has issues, but racking damage and killing isn't two of them. Most of his tilts kill. Why gimp recovery for something he already has?
If a grounded up-B gave him a fast safe attack, I'd take that regardless of the drawbacks. 'Cause his jab is tied for slowest in the game and the rest of his moves follow suit.
Sometimes it's better to stack strengths than to worry about weaknesses though. Link always has to justify why he's being used over Toon Link, and great kill power is a great argument. Shocking Spin is 3f slower and does cut your survivability somewhat (I think you can make a lot of recoveries with just the tether though), but the power it offers is pretty large at this point.
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My suggested method going forward would be to start by compiling a list of characters who directly need some degree of revision. Some characters, like Jigglypuff or Little Mac, are pretty much going to be fine with what they have now, and it will be an unneeded burden to deal with those boards at all. Once you have a list of characters who need revision, go to only those boards and work there.
Off the top of my head, I know every local Mario I've talked to doesn't understand why X3X3 isn't a set (most Mario players in practice seem to like 1313, 1333, 2313, 2333 far more than every other set, and even though I see the merits in Scalding FLUDD, adding 1312, 1332, 2312, and 2332 to that would still only be 8 sets so really it's Shocking Cape sets and such that are taking space with sets very few people actually use). Pac-Mans are unhappy about not having the option of default Trampoline, and honestly the extra recovery side-B seems too compelling to just leave out especially when in practice I've never seen anyone take the custom fruits seriously (freaky would be good if freaky key didn't suck so much, and lazy is just too easy to catch). I know I have a local Shulk who really wants 2122 and has a pretty good argument for it (his case is that Shulk is 1/2, 1, 2, 2/3 with default vs decisive artes and dash vs power vision as match-up specific; hypers are fun but just don't last long enough to be practical whereas the other two have great benefits, default Back Slash is less limited than the other two, Advancing Air Slash makes Shulk way less gimpable than the other two options, and while default Vision is nearly strictly outclassed by the other two Dash vs Power is about choosing whether you want something way easier to hit with or something that kills very early). I think time has shown Ike's Paralyzing Counter is probably just not as good as default; I'd at least think it wise to revisit how many sets it takes. Floaty Star Bit on Rosalina is probably good enough now to merit dropping some unused set for 2213. The (Dark) Pits are unhappy with our sets due to leaving out Striking Flight as I recall. I dunno, there may be others; those are the ones that have stood out to me so far. We can probably get together a good list of characters needing revision, have it be a relatively small subset of all characters, and make updating far easier than it would be otherwise.