>What G^W needs is better approaching
>*Proposes idea that fulfills this*
>It's a projectile so no
That's boomerang level of silly.
Do you really think there would be any repercussions? And even if there were any, could they not be fixed by adjusting landing lag?
Im going to preface this by saying that the PMBR is trying to achieve good character design over balance in the belief that good design is conducive to balance.
With that out of the way, I'm going to analyze bacon from a design standpoint, not a balance standpoint. I'm not convinced that bacon is a really good projectile for breaking the neutral. It seems to be especially efficient at occupying the space directly above and in front of G&W, but it takes time to get coverage in the area right in front of G&W. It's very much a retreating projectile, more akin to Link's boomerang than Falco's lasers, which is why I don't think throwing it out on a place like Final Dest is really a good idea. I think it's best use lies in catching people on platforms when G&W is at ground-level. It freezes the opponent, either forcing them to shield or hitting them outright, which opens them up to a nair, a uair, or a grab.
On stages like Final Destination, however, I think bacon's use is more limited. Using bacon in raw neutral opens G&W up for ground approaches, as the pan only has a hitbox at the beginning of the animation. Similarly, approaching with the pan is a gimmick at best, as the bacon, the actual projectile, doesn't fly in a straight line, which means the only hitbox that is directly threatening your opponent is the pan and the dtilt/jab/grab that comes after it. I'm sure it's a fine mixup, but again, it's use is limited. The best use for bacon on flat stages, in my opinion, is to punish aerial approaches. If G&W is wavedashing around and throwing out dtilts to discourage ground approaches, then he can follow up with bacon to catch the opponent as he tries to jump over G&W's hitboxes, setting up for finishers and combos.
Other uses for bacon on flat stages include occupying space while your opponent tries to get back from the ledge, baiting a ground approach (not my favorite one), and extending aerial combos (debatably the best use for it in general).
Again, I'm not convinced that it is a good tool for breaking neutral. It doesn't force a certain response like Falco and Wolf's lasers do. I see it more as a tool to pressure and punish the opponent when he is in a disadvantageous position.
Now, say we change bacon in some way to make it good for breaking the neutral game. Instead of getting a cool projectile that has many uses beyond spamming it in neutral, we would have a move that is over-centralizing. Similarly to Falco's lasers, bacon would become the default move when neither character is at an advantage. Bacon would be superior to G&W's other, more limited, approach options, which would mean that a majority of the time there would be no reason not to use it. Imagine a situation similar to Ivy's Razor Leaf in 2.6. I'vy's approach was centralized around that one move, as it outclassed nearly all of her other options in the neutral game. That's poor design.
In conclusion, I agree with DMG. Making the projectile good should take a back seat to making the character good. Buffing the moves G&W currently does not use as often in neutral would be a much more effective way to improve his design. It would also have the added bonus of balancing him, which makes it a win-win for the PMBR.