I don't understand weak fthrow, I don't think I've ever gotten a followup out of it. Meanwhile I've been getting consistent upairs after upthrow in 2.0, 2.1 and 2.5 against like the whole cast (minus fastfallers at low%, who you get other stuff against). I don't get it, I know it's not supposed to work, but it does.
Oh and Rejuker mained Wario in 2.1 and before (he was a playtester for a while) so you'll probably see more vids of him eventually.
It doesn't really net you guaranteed follow-ups, but it puts you in a position where the opponent has to guess in order to avoid your next move if they don't DI correctly. The Forward-B/Dash Grab mix-up is a great follow-up, as they can either jump (which is caught by a Forward-B -> jump) or fall into shield (which is caught by Dash Grab). F-Air follow-up is safe and pretty reliable. The idea is to mix it up with D-Throw, as incorrect DI gives you many more options to pressure and add more damage afterward.
Good to hear that Rejuker is here to stay; glad to see people interested in the character.
I'll put it up. You want a specific color?
You need to improve the way you apply pressure. D-Air moves toward the opponent, but it takes a while to start up, so it's easy to see coming and shield/avoid/punish, but you use it quite liberally. If you start using an aerial Bite to mix it up, the opponent won't feel comfortable with just shielding your aerial approaches, which gives you more damage and makes it so that you can sneak in more D-Air, since he won't be so keen on shielding.
If you're not sure about whether or not you'll be able to follow up, using retreating aerials should help. You keep staying in Snake's space after you F-Air him at low percents, and that's not safe. Use the longer-lasting, two-hit N-Air to cross him up and make it hard for him to retaliate if he shields.
Throw out more attacks in general. You can't hurt an opponent if you don't have an attack out. Obviously, don't attack randomly, but with Wario's excellent aerial mobility, he can safely control a decent amount of space by weaving in and out with aerials. Remember, there's generally no penalty for missing a move as long as you can keep yourself safe afterward, which is why retreating aerials are so useful.
Whenever your shield is being pressured, you just sit there doing nothing too long. You can jump out of shield with a N-Air, F-Air, or Up-B immediately after shielding a move to counterattack more efficiently.
Get used to using your faster attacks more often. Even if you bypass an opponent's initial defense, if you use slow attacks, your opponent will have plenty of time to prepare a shield, a roll, etc. You cover more space at once with moves like N-Air and D-Smash, meaning they have to do more to avoid them.
Also, dashdancing and wavedashing don't mean a thing if they aren't used to some purpose. There are many instances where you use them in neutral position and then just move away every time. Sometimes you need to go into an aerial, a Forward-B, or a Dash Grab from there. The point is to create misdirection so they don't say, "Oh, he's moving, which means he's going to attack me." If your movement is ambiguous, it's harder to defend against. Also, wavedashing isn't nearly as useful for Wario as it is for most characters, because his other movement options, such as dashdancing and weaving left and right in the air, are so versatile by themselves.
You have the right idea in comboing with N-Air -> grab, but, you missed because you weren't used to how far forward you have to move after the N-Air hits. Don't get discouraged from using it, as it's one of Wario's most universally-useful strings. Remember that the opponent has to worry about the second hit even if he shields the first. You can choose to either retreat after the first hit or stay in to catch an early shield drop. Mixing it up is key.
You need to be more proactive when it comes to edgeguarding. A lot of characters can't reasonably throw out an attack to hurt you while they're trying to recover, and Wario can cover a lot of distance while still being able to move back to the stage afterward. Jump out and try a N-Air or B-Air sometime. Since B-Air has a larger hitbox, it's more likely to get through Snake's Up-B electricity without hurting you in the process. If they're predictable, it's an easy D-Air. Use your imagination, try out different options, and it'll feel natural in time.
Get used to reading opponent's defensive habits. Remember that it's often more useful to attack where people will (probably) be than to attack where they are. Many people will try to roll past you if you corner them at the edge of the stage, so it should be as simple as turning around and punishing with whatever you want. Different players have different habits, but you should be able to pick up on them after a while.