Not sure if this is going to be useful or not but
this thread has it that air dodges can be cancelled into other actions after only 5 frames of ending lag to avoid the landing lag of the air dodge.
If the startup cancelled landing lag of Kirby's aerials is the same as the post-move landing lag then Uair is his best option at 10 frames (less than half of the dodge landing lag) but there's a good chance it won't be. Kirby, however, has a somewhat more interesting trait in this regard though. He has specials that transition smoothly from ground to air, specifically Hammer Flip and Inhale.
Would cancelling a jump into an air dodge to avoid hits and punish with either of the above specials be viable? I would expect the Flip to need a laggy move to respond to but it could be pretty sweet to land in this manner if possible.
As for the current topic, I don't really use Inhale because Jumping Inhale is just so good. It's a horizontal recovery move that doesn't prevent use of your vertical and has a tendency to beat out edgeguard attempts, it's a faster form of movement than even Kirby's dash and it's a great way to swallow opponents off the stage less expectedly.
I haven't had chance to test it thoroughly but I don't think it works quite like regular Inhale in terms of swallowciding though. Opponents seem to auto-escape after a set time, which is actually a plus because, like in Melee, they pop downwards and you upwards, putting you in a great position to offstage footstool them to death.