I didn't make it out very bad at all. o_O
I'd consider 70-30 to be bad. No matter how dull we are to the pain of matchups, a hard counter is a hard counter, and I want to make sure we exhaust all options before declaring anyone that.
As for his Uair, I agree it's great, but it's best only if the Wario is aggressive. I find Nair to be better, since it reaches out farther, can be approached with and can lead into strings.
It certainly depends on the situation. While Nair has its uses, I fear that Wario can just maneuver around Ganon's hitbox from above and then get inside to lay the hurt on Ganon. Ganon's Uair sweeps his body to prevent Wario from doing that. Again, it depends on the situation.
As for PS > grab, I'd normally agree, but most of Wario's aerials are multi-hit or so manueverable that he can weave out of grab range.
I agree that most of the time Wario would weave out to bait a grab and then punish you for trying to land it. That's why I stress playing conservately and not attempting grabs until you're about certain you'll land it.
I wouldn't bother trying to grab Wario out of Dair, but you can grab him out of Nair if you powershield the first hit.
Wario is simply one of those characters that relies entirely on the player's ability to space. If the Wario is aggressive and doesn't camp, then they're doing it wrong.
I'm not advocating Wario rushing in blindly, but I'd much rather use a strategy that limits Ganondorf's options as much as possible than a strategy that involves hitting and running. Camping and thus giving Ganondorf the space he needs to execute his strategies and incorporate mindgames is too risky.
Finally, having Wario blindside gimping Ganondorf's recovery with a fair / bair or even a high/maximum charged waft.
Ganondorf heavily outranges Wario, so the Ganon player can predict what Wario is going to do regarding a gimping situation and respond with the options that he has. Gimping Ganon will not be easy if the player knows how to use his options.