Delta-cod
Smash Hero
Why do you not count pivot grab > GR > Usmash/Uair/Fsmash for kills? These aren't particularly risky because they all come from a relatively safe defensive option, which outranges your everything.Yoshi can't turn back as easily once he commits to an offensive option, making him easier to punish. That means we tend to have more control in the neutral position. Talking about how Wario has to put himself in KO position to get a KO as if it's some sort of Yoshi advantage is silly when the same can be said for Yoshi, except Waft is a safe KO option.
Again, it's barely a +1, but the extra mobility lets us control space better, and neither player will be going for KOs anyway except for the occasional Waft from Wario or U-Smash/shorthop U-Air from Yoshi, and it's not hard to trap Yoshi into damage with a tire if he's not playing a very conservative camping game (moreso than normal, even).
I don't think Wario's control in neutral is particularly powerful. I've never had a problem dealing with regaining space/crossing up if I'm finding myself too close to the ledge. We don't need too much space anyways. I'd rather not be in a position to deal with Wario's more powerful crossup game by trying too hard to keep myself in the middle.