The implications of this are weird because you've got to really take the info and think about it in practice. Bayo treating all characters as the same weight when using these moves isn't a horrible idea to keep the strings reliable
in theory, but if you think about how combos work and the state of Smash 4, when the only thing affecting your combos are fall speeds, %s and your opponents limited DI options, MUs become a lot easier to learn, giving you a pretty big advantage.
In a weird sense, it's kind of a similar problem to pre-patch Diddy's hoo-hah, since it's not only reliable, but basically repeatable from 0 to death. -and no-one likes that kind of thing. Even the people playing the character must get bored of it. It's obviously not as extreme as hoo-hah I'd say, it has more limitations, but the similarities
are there whether you like it or not.
So in a sense, yeah, Bayo combos are starting to look kinda broken, but we're obviously still kinda learning about them, and that's pretty important to take into consideration. Now we know that weight isn't a factor, players might start looking at the strings in different ways and devising better counter-strategies. -and that's all we can really do as players.
I don't think Bayo's moves having this hit property is inherently bad, but the fact it's currently basically handing people stocks while only having to keep an eye on %s and DI is a pain. I think tweaking the weight she treats characters at with these moves as a rebalance (so they stop working earlier or start working later) could be a potential thing in the future, but for now, the info is here and we can use it in counter theories - that's pretty good in and of itself. So thanks to
KuroganeHammer
for that, at least.