Ive been playing some more Warios as of late so as teo get better familiar with the matchup. All in all, I think its somewhere around even and leans a smidge in Wario's favor.
Depending on when/where Wario jumps (assuming out of range of F-tilt), he can airdodge+jump at the same time to get through the laser. After he gets past the maximum angle (approx 45 degrees) of the laser, its useless to use it from the ground, and Wario will know this. Sure, you can SH angle it up, or FJ angle it up, and that might work. But, odds are the Wario will airdodge through that as well, and if he is close enough can poke you with an F-air in the cool down, and drift back again.
TBH, the gyro is almost useless in this matchup (aside from shooting it where Wario will land) unless you get it onto the stage and into your hand so as to move around quickly to set yourself up favorably. This is one time where I find that the reverse up+B (with momentum change) can be beneficial, as well as glide-toss->up+B. Useful, simply because it adds speed and a bit of surprise. Is it useful enough to single-handedly win the matchup? No. Is it useful to get an N-air or B-air in for a KO? Yes, once or twice.
As phantomX said, the goal of wario is to def shield poke with D-air, which pops you up and sets you up for all kinds of ****. More D-airs, a chomp, waft if its closer to the edge of the stage (either from the side or above depending on charged time), N-air while following you to finish with an F-smash, etc.
Chomp ruins ROBs shield game (which isnt great either). If you react instinctively to things OoS, he can space/drift his shielded aerials away, and land in a chomp just within range and wreck whatever you were about to do. Jab->Chomp works at low-lowmid percents if first jab hits, all percents if you stay in your shield after shielding the first jab.
To surmise thus far: Your laser and gyro have been diminished in their effectiveness to the tune of about 30-40%. What little options you had out of your shield have been cut down tremendously.
ROB can use his F-tilt to mess Wario's approach up at mid-range and close-range, providing he is either ascending, or descending with his jump and didn't immediately airdodge as he jumped. But, relying on that can get you hurt just as bad. If he airdodged as he jumped, your open for ****. If he FJ'd, he can land on the top of you with a D-air to eat at your shield and probably poke it, or descend on you with a chomp. If he SH it, he can wind up behind you for a free grab, F-smash, chomp, maybe an F-tilt of his own, and a waft. If you get predictable with the F-tilt its even more bad news as Wario can take advantage of the predictability to the max via methods listed above.
Result? ROBs F-tilt is decreased in effectiveness while only offering decent ( somewhat predictable ) protection.
Properly spaced/timed F-airs beats Wario in the air, but as was mentioned before, if you're just throwing them out as a brickwall, they can be navigated around/through/etch and punished. Same with your U-airs, as they definately can (alternatively) waft out of/between them.
Your U-tilt beats out the D-air (I think...) providing you time it right. But, with all the moving in and out, up and down, and airdodges, its hard as hell to time it so it hits when you want it, where you want it.
TBH, despite the criticism that it received when the video was posted, the video of Bombsoldiers ROB using a **** ton of B-airs seems a bit more effective in practice than on paper. Mixing N-airs with it at varying positions (like having your back to Wario, for example), and a few f-airs to keep things fresh works. Is it laggy, yes? But, the hitboxes are so large/lingering that unless 1) You didn't drift them away, 2) The Wario didn't drift away, 3) Wario didn't airdodge- they should all hit. Does this decay them, and make a hard to kill Wario, even harder? Yes.
However, you can use whatever grabs you land to pummel Wario to refresh them, as *on average* Wario will be staying in grabs longer than most. Unless the Wario is at kill percents, go for the D-throw, F-throw, or U-throw to save your B-throw.
Why? Because I find that B-throw is a pretty good way to kill if its fresh. Let wario push you to the edge of the stage when he's at higher percents, grab, and fresh b-throw. If you do it immediately instead of pummeling (especially if you have been pummeling out of every other grab), you can throw off his DI and increase your chance at a kill.
Once he is off the stage, you can edgeguard him. He isnt the HARDEST char to edgeguard, but he is far from the easiest. He can utilize his aerial mobility to get through gyros/lasers/f-airs and the like, although he should probably get hit by about 2/3 of what you do. Make him use his bike farther off the stage & below it by robbing him of a double jump, as that's the "critical moment" that you have to end the stock. Knock him off immediately, or soon after and force him to use his horrendous up+B. Be warned that he can recover with bike from HIGH up, and probably will have gotten above/behind you if you were over-aggressive and will be able to beat you back to the stage.
Speaking of that, Wario CAN edgeguard. Jumping out to poke with F-airs in our start up (and re-startup) of up+B. Jump-->F-air-->DJ-->N-air works great for him also if you fall into it. You're more susceptible to wafts, as he can airdodge through whatever and space it all so he comes out of the airdodge next to/below you, and hit with the waft (and get whatever it is; saf or invinc.) before you can do anything. He can chase you to the high corners with his jumps and bike, and should be able to drift back down to the stage safely. If he does that though, you DO have the chance to get a rising N-air on him for a KO.
And, his waft has VERRRRRY deceptive range. Watch out for him fartng on the bike, balloons, shyguys, etc. to extend the hitbox.
If he is camping for the fart, it should be obvious. Rack up whatever damage you can with your projectiles, be careful when he is close and dont feck up shieldgrabs or get shieldpoked as they basically guarantee a waft.
The important thing is to stay well ahead in the percent race, that way you can quickly get a KO in the event you get wafted early. Deal as much damage as you can while taking as little as you can in the time window he is building his fart. If you are ahead, or close to KO percent and see him change hs playstyle to a much more "air campy" one... gtfo of there, away from him, as its harder to kill with a fully charged fart (due to the positioning factor) than a half-waft or whatev it is, so keeping away long enough for the narrow window to pass will help you out greatly.