Actually, I think the growth on his jab is fine. A slightly higher angle would help it more than anything.
My list of changes I'd like to see for wolf to be perfect:
1) upB connects properly and can be DI'd after use
2) less winddown on shine
3) nair tweak (see below)
4) dair tweak
5) uair tweak
Anything else would just be icing on the cake.
Some explanations:
1) This is just fixing something that doesn't work right. For the upB, we should try replacing the ending animation with the fall special animation using the CAM to enable DI immediately after finishing the upB. To make it connect properly we'll just need to mess with the hitboxes a bit until it works right.
2) I'd take less winddown on shine over a lot of the stuff you listed there, cape. Actually, not even "shine." Just "aerial shine" would be fine if speeding up the grounded shine somehow broke it, since largely what I had in mind for it was for you to be able to perform shine -> aerial. The trajectory is already there, but the frame advantage isn't.
3) As I play wolf more and more, I'm noticing that despite having a horrible hitbox, his nair is incredibly useful at almost any percent because the later hits of the move were given 40 base and almost no growth, while the move itself has low lag, making it great for comboing (even into kill moves... nair -> dsmash is legit until the nair tumbles). Unfortunately, after a certain point, the move starts to tumble, at which point it becomes almost worthless, since all it sets up for is a techchase. As the opponent climbs in percent, you have to hit progressively later and later in the attack in order to do anything off of it, which makes it really really predictable. I'd like to drop the growth on this move to be nearly nonexistent (and possibly raise the base slightly) to make it a reliable move at any (reasonable) percent. Probably gonna leave the initial hit roughly the same as it is now since it's supposed to be the strong hit, but turn the remaining three hits into a reliable combo setup at high percents.
4) When we first implemented the dair change, all we did was increase its base, with no change to its growth. I like this version of the dair that launches more at higher percents, since it gives him a reliable way to use his upB for kills at high percents, while still comboing into plenty of other things at lower percents (and actually doing so better than the old dair, imo), but I think it could just be a little bit more solid if it had slightly more base and slightly less growth. I haven't tested the values I've given yet, but after thinking about it more, I think I'm gonna need to redo that tweak.
5) The uair tweak would just make it a bit more useful against shorter characters or for quickly popping an opponent back up who is about to hit the ground. A relatively minor tweak, and would just make the move a little more solid.
edit: Eh... why not? Cape convinced me. Although everything here is pretty small on its own, together it adds up, so I'm not expecting everything to make it in (nor do I think everything should make it in), but these are the rest of our options that merit looking at imo.
6) Jab tweak: Change the third hit jab's angle to 80 degrees (I believe it's around 70 right now) and drop one or two frames of lag. I still stand by the growth being fine on this move and that a slight angle and endlag change would be enough to make it really solid.
7) Utilt tweak: -3 frames of endlag, raise its base a bit and slightly lower its growth. It already has a pretty nice hitbox in front of him, actually, and it needs to actually combo into something more than it needs to have snake tilt properties (I think that it's already slightly disjointed, so making it moreso would just be ******** and unnecessary). Knocking off three frames should let it combo into stuff, but seeing as that would pave the way for ******** tilt chains, shifting some growth over to base would then be necessary.
8) Fair ALR decrease: At one point, this was actually in the set, but for some reason it got taken out (space constraints?). It was at 40% before, which worked really nicely for the occasion you would want to perform a FF fair and actually being able to follow up with any amount of haste, but the move was still pretty punishable on shield or miss (which is a good thing).
9) Dash attack tweak: Instead of homogenizing the outside hit, I'd actually rather make it better at what it already does, which is getting a foe offstage. Drop the angle slightly on the outside hit and it'd be good. This is the true icing on the cake of unnecessary but useful tweaks.