You said the rest of the changelist other than fixes is "straight nerfs". I don't know how else you'd expect that to be interpreted other than "the rest of the items in question are nerfs", but it certainly didn't sound like "the telesnap nerf is more significant than the sum of the buffs" to me, which was where my post was coming from. TBH though, I feel the overall effect the telesnap change has on her capabilities is quite overstated. Not that the difference between having no vulnerable frame and 1 vulnerable frame isn't significant, but the situations where that 1 frame does matter and other options of getting onto the ledge and using/timing/maintaining ledge invincibility properly can't get the job done are extremely few.
The brawl kick animations were pretty sluggish to extend and pulled back right as they began hitting, while the melee kicks I based the new 3.6 animations on are snappier and more forceful (in addition to aesthetic stuff like pulling the dress back some to see she's actually doing a kick and not a dress smack). For example, instead of like (going off memory here) 4-5 frames windup on f-air followed by 4-3 frames extending the leg out there and hit it's now 6 frames windup and 2 extension. Then on the late hit frames the leg stays held out fully extended.
If you miss the sweetspot when trying to actually kill with the d-air, you are connecting with the unchanged lower flub hitbox on the foot unless your aim was very far off. The upper flub is the one you get with low lcanceled d-airs on a grounded opponent, and has utility that works best when it doesn't cause knockdown, which the reduced KBG improves. Nontumble d-air combos directly into kick (among other things) if timed well and cannot be ASDIed down.
Ledgehop crossup d-air flub -> retreating b-air them back offstage the way they came is afaik the optimal (and stylish to boot =P) punish on hogged recovery landing lag at the edge at mid percents. It's something I use on Marth/Sheik in melee, where it works up until around 70% when it begins to pop up and can then be DIed/ASDIed into the floor and teched (generally switching to b-throws at that point). That upper hitbox does +1 damage and +5 BKB from melee -> PM (the flubs are basically buffed normal melee hits. brawl flubs are even worse), but that also made it knockdown at around 55% or so. With the 3.6 KBG change that nontumble combo window for flub d-airs extends back up to 72ish.
In PM she has sweetspot d-air and flub u-air from the ledge as well, but the former can be DIed out of range and plain sends too high around 50-60 or so, and the latter is easily ASDIed down whether it tumbles or not since it sends upward, so those are unreliable punishes once they're familiar with those options.