But their counter argument is that Ganon has to jump through extra hoops in order to secure the grab in the first place compared to characters that have better run speeds, movement, dash dances, and grab boxes. This can make it more acceptable that his throw > whatever exists because it's not something he can truly initiate on a whim against any competent player.
I personally don't like it because it puts fear into me that I cannot be touched by him or else I will 1. Die or 2. be put up to a % where next time I will die. The execution of the regrab/follow ups is pretty lax that it's not something that should really be dropped. In a similar instance Wolf can 0 death you when he touches you, but in that combo there are more meaningful means of interaction via DI, SDI, teching, etc compared to.... throw.. DI behind... wait... turn around regrab... throw.... repeat. I would rather give him some kind of more meaningful tools to make him a better character overall, but at that point we lose the flavor of Ganon and just kind of get another character entirely. If the downthrow/bad neutral/hard hits/slow speed is what gives him individuality I would much rather preserve that.
Homogenizing the cast can be necessary in extreme scenarios such as Olimar's UpB failing to snap to a ledge for no controllable reason or if there was a character that is so unplayable due to awful characteristics such as laggy moves/slow speed or conversely godly speed/overall moveset. None of these are the case here and I think every character is capable of doing their own thing in a different way. I do think that armor is a bit over the top and anything beyond medium is excessive, but even that can be too much depending on what a move does. Bowser is a character I would like to see homogenized in a way that helps him while making him overall less frustrating to face.
TL:DR
Who's to say that the difficulty of netting a grab justifies insane follow ups. Link has something similar, just without regrabs. This is also looking past characters like Yoshi that have strange low bkb/kbg on throws and can CG some of the cast or get follow ups on even the floatiest of floaties.
edit: to clarify, i quoted you ,jtm, because i agreed with your main ideas in the post : p
to expand on this (my thoughts), as well as who ever it was that asked what they think should be done to ganon, changes wise:
it'd be "easy" to fix ganon by speeding him up, overall, then lowering his damage, overall. then, adjust grab ranges/heights and make dthrow send further horizontal, since he could now actually chase people down out of it, but conversely making the super easy followups less likely.
but suddenly he wouldn't feel like the ganon people have come to enjoy playing. the risk/reward to his dthrow followups is the setup for it. (i agree that the chaingrabs are pretty dumb, but talking with strongbad, it's not easy to make it still useful for ganon, but not able to chain throw as hard as it does without making the animation/release points look really janky and/or jarring).
i think dmg had pretty good thoughts, overall, on the matter. and he does play a pretty mean ganon, but he mains falcon, so that's what he's known for : p
and whoever it was talking about buffing his fthrow, it's already pretty much a strictly better peach fthrow, with similar power/growth, but a lower angle. it's also nonreactable for di, so if you're chainthrowing someone with dthrow and they're going for the ledge to get out of it, you can suddenly mix up with fthrow and get them in a really bad position (in a non chaingrab world, the situation could be replicated by just setting up the situation out of the grab, but as stated, ganon isn't able to easily set up grabs).
as for ganon changes: i really wouldn't do much to him. nair is getting changed, in what way we don't know. bear in mind: it's +3 on shield. you can make it up to around -3 or -4 and it would still be considered pretty safe, due his 3 frame jab; it could even be slightly slower, -4 or 5 even, due to range (he's got some legs on him, damn). to do this, they could just push the ac window back to make it so you would need to time it better (you can currently ac as soon as the hitbox comes out, so push that window back a few frames, done) or just make it so you have to lcancel it, but make the landing lag better by a frame (i think it's -5 right now? dno't remember off the top of my head, tbh...).
other than that, i would like to see his throw/grab game reworked slightly, but i'd mostly want him to have a lower grab box. i'm not particularly bothered by characters with riskier grabs (tethers) having good throws and followups from them. in that vein, i'm not bothered so much by characters who can't land grabs easily due to range/movement speed/lack of projectiles to force shielding/etc... (basically, their kit doesn't help set up grabs easily) having good followups, either. if it's legitimately harder to land the initial grab, then the followups should be more potent. if you have an easy time landing the grab (through sheer speed or good grab range or the ability to force a situation to do the grab), then the throws should be more position and strict di mixup based.
honestly, a lot of the changes i would want are more making characters fit molds better. fast characters shouldn't have fast
and quick, powerful smashes (or finishers in general). if you're made to win neutral more often, you should have to win it a lot more to get your kills, or be forced to get good reads to set up gimps. like, if fox had shiek's usmash (technically, a very powerful smash, but limited by its startup and hitbox positioning) the annoyance over his kit would be much less. he would have to set up for it much more, not being able to just straight combo into it out of waveshine or whatever else he wants.
(really big vague example, but that's the idea). basically, take a bit of a page from smash4's book and make the slower characters, with larger frames, able to kill much earlier, and the quicker characters, with smaller frames, take longer or have to either take a bigger risk or set up much harder to get early kills.
once that line gets marked and set much better, fatties start to have a better place in the metagame, just naturally. then fine tuning can happen. i'm fine with ganon having a subpar neutral, because he needs to be weak there to balance out the fact that he has aerial smashes and can kill off of bad di at, like, 70 (as in they think you're going for uair and so combo di it, but then eat a fair. it can happen and it makes you feel like a real man). but, when you have a character that can force you to approach, bait out options, combo super well, approach on his own really well with mixed up options, gimp well, and kill just as well? suddenly it gets harder to justify playing slow fatties when their job is taken by a character without their weaknesses.