I just find that due to the move's lack of practicality, Peach almost always has better options. The move can be used to tech chase, but Dash attack can tech chase spendidly as well, and can then lead into other moves. You can use it to chase a spot-dodge, but if you know they're going to spotdodge, why not just hit them with fair, hit them with fsmash, or grab them? It can be used to chase a roll, but most of the time Peach will be fast enough to chase a roll and grab her opponent (or dash attack them which leads into stuff). It can be used to chase an airdodge, but if your in the air Fair is way less risky and does the same damage with more knockback, and if your on the ground fsmash or low float fair are way less risky (and fsmash can do more damage depending on the item). The only time sideB is worth it is when one of these scenarios present themselves near the edge, because sideB hits at that fantastic angle and can set up for edgeguards.
So I agree with the knockback buff. If sideB could actually kill/deliver more knockback to set up for edgeguards earlier it would be worth it way more. Even so, someone whos experienced against Peach won't really fall for sideB very often unless in a tech chase, because people who know how to fight Peach realize that rolling or spot dodging other than when its absolutely neccessary is a bad idea (unless you have Lucario's roll).
Still, the thing thats great about Peach is that she has a use for ALL of her moves and sideB can at least be used to sweetspot the edge/recover sometimes, and has its occasional use on-stage. I don't really care much if sideB is buffed, but I DO support it. SideB is much more useful in teams, where its easier to hit with and has more practical use. So the buff could potentially make Peach even MORE deadly in team matches. My Peach is much more focused on spacing, playing safe, playing smart, and pressuring so I don't really care too much for sideB. My essential moves are:
Fair
Turnips
Nair
Jabs
Grabs
Fsmash
I still use Peach's entire moveset, and frequently. But those are the moves that any Peach should really be basing their game off of when playing safe. I put fsmash up there because with proper spacing Fsmash and Fair are a great combo. They cover SO many angles and fsmash is a wonderful anti-aerial. It also lacks that much lag really so its suprisingly safe. WHENEVER the opportunity presents itself to use Uair/ftilt/dtilt TAKE IT because those are fantastic combo moves. Dair is a great shield pressure move and it can force rolls. Not to mention it can start some sick combos if your opponent doesn't SDI out. Bair is great. Period. It barely doesn't make that list. Dsmash is fantastic for setting up edgeguards and its a great GTFO move. Its a pretty good follow up for when hit your opponent's shield with an AC aerial PLUS its great at shield-poking. Utilt is great because of obvious reasons (priority/range) and Usmash is a great killer if you can land it. Toad is always a nice suprise counter. So I guess the moves I listed are just Peach's most important moves, although she has significant use for all of her moveset.
Wow that got off topic. Well, at least it might start some nice moveset discussion. By the way, the way I described her moveset is rather vague and I know thats not all there is to it XD. Peach ftw.
EDIT:
I don't see the problem with the startup...the ending lag is what's horrible if you miss it. One miss and it could cost you a stock, especially in Brawl+
The point in giving the knockback a buff is so that it has a nice risk vs. reward ratio. With a knockback buff the move can still keep its dynamic and general attributes that make it the way it is, but at the same time it can actually be WORTH doing over other things if you hit with it. And an entire stock? That is % dependant, because I don't think anyone will be 0-deathing Peach in the near future.