Okay, to respond to a few things easiest to hardest.
About Wario, I want to be clear that I agree that Wario is very good, but getting even just a few grabs landed on him is very bad in some matchups. Like, you get grabbed at any percent and lose your whole stock if stage positioning doesn't save you. I have actually done the research (once the wrong way and later the right way), and these are the characters who can infinite Wario:
Infinite with Double Jump:
Bowser*, Yoshi*, Zelda*, Zero Suit Samus*, Pit, R.O.B., Fox, Falco, Wolf@
Infinite without Double Jump:
Diddy Kong, Meta Knight
*: Can force a jump break on Wario on flat ground.
@: Wario gets a chance to use his double jump, but he gets grabbed before he can ascend.
In effect, this means that Wario has to worry about Bowser, Yoshi, Zelda, and Zero Suit Samus quite a bit. Now, he does have the advantage here that two of them (Bowser and Yoshi) are generally not very good, and the other two have really slow grabs. Still, their grabs are ICs grabs to Wario on top of whatever other good things they had against him. I bet Zelda in particular is the answer here; a really careful Zelda that fishes intelligently for grabs will probably be a massive pain for Wario. The main reason this hasn't happened yet is that Wario hasn't quite reached the point where people are willing to learn random characters specifically to counter him, but I think it's coming. A plethora of other characters (such as Snake) force jump breaks on him and get free good stuff. Like, every time Snake grabs Wario, he gets a free utilt. Another way to look at it is that every time Snake grabs Wario he gets Olimar's purple uthrow; it's just a little something extra that sucks. Now, you have to consider that Wario, moveset wise, is already just on parity with the rest of his tier. Wario's overall capabilities are worse than Meta Knight's and Snake's even if grab release didn't exist, and they are very close to King Dedede, Diddy Kong, Marth, and Mr. Game & Watch. Now, adding in this extra thing without giving him anything in return... It does matter; he has to go down. Granted, I don't think it's going to be all that far, but I don't think #3 (a very, very high position) is sustainable with this problem.
About FOW vs SK92, FOW didn't get grab released by Falco, and the commentator was generally clueless to what was actually going on. He was letting himself get grabbed and normally chainthrown by Falco a lot at low damage, and he wasn't landing the SDI on the dair to not die at the end of it. Ness gets dthrow chaingrabbed by Falco roughly as badly as Meta Knight (like up to ~50%). It's definitely a very useful tool for Falco in that matchup, but Falco can do that in a lot of matchups with Ness not being especially at risk to it. The second game in that set actually showed FOW playing a lot better (he won the second game, and it was close with both sides playing well); my guess from what I watched was that he just choked in the other games. That is, it was just him personally making mistakes, not some huge inherent weakness of Ness shining through. Ness's grab release problems are actually very akin to Wario's with the note that on one hand he only gets long chaingrabbed (though in Ness's case, unlike Wario's case, NOT infinited) by two characters... the only downside is that one of them is Marth (the other is Charizard who Ness destroys otherwise so it's okay). Like, I can't deny it's bad, but given how highly Donkey Kong is placed when he's practically autolose to King Dedede, I don't see why this issue has to put Ness so ridiculously low.
I am mind blown that there would be disagreement that Bowser is slow. Slow is a relative term to the rest of the cast. His sluggish moveset is only outsnailed by the likes of Ganondorf and Captain Falcon (yes, Captain Falcon has low attack speed), maybe a few other characters but I actually don't think so. His mobility is probably a little below average; his running speed is not bad and he falls at a decent rate, but his aerial mobility is bad and his jump takes a very long time to get off the ground. How is that not slow? It's definitely in the same league as Ike, probably overall a bit slower (though both are definitely slow). I know there's a goofy stigma in the smash community where it's unacceptable to call anyone slow, but really about 1/3 of the cast HAS to be slow by definition (unless the majority of the cast is about the same speed which is obviously untrue). Contrary to the culture, I don't think being slow is a kiss of death to a character (I would call Snake slow, and I'm not suggesting he move down at all). 1/3 of Brawl's cast is 12 characters. Can you name a full 12 characters slower than Bowser? Be forewarned that I can and will gather frame data to discount such claims.
As per fortress and jab, well first fortress. I don't think Whirling Fortress is the best OOS in the game. That would definitely be Marth's Dolphin Slash. Dolphin Slash is more deadly and, much more importantly, has a lot of range. Like, I'm looking at this as Mr. Game & Watch. I turtle Bowser's shield with good spacing. He uses Whirling Fortress and doesn't hit me with the initial hit because the range is bad. He maybe is able to hit me with the later hit that does almost no damage, maybe not (I can air control away on reaction to a fortress which makes it tricky for Bowser). On the other hand, Marth can hit me just about no matter what my spacing (I think I can pixel perfect outspace him, but it's human infeasible). In other words, a skilled Marth utilizing his up special out of shield totally nullifies my shield pressure game. With Bowser and his up special, he only forces me to utilize it more carefully.
It's not just G&W's turtle either. What if a Meta Knight is using dair on your shield? Marth's Dolphin Slash jumps up and catches him; he'll just jump over Whirling Fortress. Any number of characters could land a strong hit on a shield (Snake ftilt, G&W dsmash, MK dsmash, etc.). Marth will probably tippered Dolphin Slash to punish that (remembr shield pushback!). Your initial hit of Whirling Fortress is very likely to miss (if the attack is disjointed or if you don't throw it out right before your shield gets hit, which is much more limiting), and you only get the exceptionally weak later hit. I should stress that the later hit of your fortress is so weak that if I'm a character with a good shield pressure game, I'm willing to eat that to do shield damage to you. Like, fortress is still good, including OOS. I just don't think it's some magical gift from the heavens for Bowser. Most of the cast has something just as good (though usually not specifically for OOS).
Ike's jab combo is just amazing. It's good for jab cancels, has nice range/priority on all hits, and if done as a full jab combo does 16% and puts the enemy at a positional disadvantage. 16% is the same thing as landing a smash with most characters, and remember that Ike kills super low. It strikes fear into everyone from Meta Knight to Ganon.
It's still not the main reason I just can't see Ike as below Bowser. The most important things are Ike's range and the fact that he doesn't have nearly autolose matchups (Bowser has two: King Dedede and Ice Climbers; these are really huge and really bad and won't go away). The range is so huge. Just think about me as Mr. Game & Watch or Meta Knight or Marth with those nice disjointed attacks trying to bully the poor low tiers. Bowser can try to Whirling Fortress OOS but will run into trouble with its range; he can't fundamentally change my game plan. Ike, on the other hand, can outspace me and challenge me with moves such as his forward aerial that outrange everything I have. I can still use my other tools to play differently and exploit Ike's weaknesses of course, but Ike forces me to fundamentally change my game plan away from my baseline "beat low tier" plan. That's a really amazing thing to claim.
To be clear about exactly how I see things in the future/ideally, this is what I'd do...
I'd move Marth and Mr. Game & Watch up to S tier and Wario and Falco down to A tier. Marth and Mr. Game & Watch can be in any order with Diddy Kong and King Dedede (all four are really close). Wario I would put in the top slot in A tier, and I'd put Falco inbetween Ice Climbers and R.O.B.. Yeah, for all that production I made about Wario and grab release, I'm only saying he loses 4 places.
I really want to move Toon Link up to the top of his tier (and maybe move Kirby down to that tier), but I don't want to defend it so I'll leave it at that.
I'd switch Ike and Bowser. I'd then lower Sonic and Sheik down to the top of the tier below, combine Zelda & Sheik into one character, and then put Zelda & Sheik above Sonic (due to joint prowess).
I'd move Ness up to between DK and Peach (I'm unsure of which tier I'd put him in though). Seriously.
I'd generally jumble E tier a lot and incorporate Jigglypuff and Link into it, leaving F tier for just Captain Falcon and Ganondorf.
Otherwise, it doesn't perfectly match what I'd do or anything, but I think it's pretty good. The placement of Ness is the only thing I'd consider really glaringly off in any case. My penchant for getting into fruitless arguments (aren't all tier arguments?) is showing, but I really don't think it's a bad list.