My point is that all of his approach options are safer than Yoshi's because they have more range/priority, not to mention the fact that if one of them doesn't work, he has something to fall back on.
And Yoshi doesn't? He has more than just Bair you know, and he can even open up approaches using a Shorthop low powered Egg to an Aerial.
It doesn't help that the ones that outrange or outprioritize him are usually characters that are used quite often, e.g. the Sacred Seven or whatever you want to call him.
Well lets take a look at them.
-MetaKnight: He slightly outranges Yoshi in some fields, while Yoshi slightly outranges in the other fields. It's pretty much as even as it can go.
-Snake: Has good range/priority, but all of them are either slow, or stiff as hell. Not to mention all of them have horrendous ending lag.
-Game&Watch: Yeah, he's a pain in all sides in general. There's a reason why he's so fricken hard!
-Dedede: Pretty much the same as Snake to an lesser extent. He still has the stiffness and ending lag problems, though not as severe
-Falco: Pretty much the same as MetaKnight. Falco outranges him in some fields, Yoshi outranges him in the other fields
-ROB: Super Pain, but his primary aerial attack, Nair, has lag you can punish when spaced well. Also Bair > Fair
-Marth: Also a pain, but also has some lag you can get in on. He pretty much has one shot per Aerial Battle that he needs to get right.
Except for Game & Watch, not one of them can really shut him down at all in Air to Air combat
If spaced properly, pretty much every ranged grab, except maybe Lucas's, outranges Yoshi's tongue. If you're outgrabbed, then you can say bye-bye to your ground game.
The only problem is that those characters have either horridness startup lag, not enough range, or has weird properties that doesn't really help beat out the grab (Olimar). The only person I could see as a problem is Link, but even he has horridness ending lag on his grab.
Let's say Kirby, for lack of a better example, is edgeguarding Yoshi. To play smart as that Kirby, I would stand right up on the edge of the stage as Yoshi recovers. If you go for the edge, Kirby will dair you. If you DJ, Kirby will fsmash and break it. If you DJAD, Kirby will usmash you. See what I mean? It just takes a second to realize what Yoshi is going to do while recovering, which is why the Yoshi player has to continually mix up their recovery in order to not be gimped.
You're trying to be logical, but you are forgetting that there's only a few moves in the game that send him at a low horizontal for Yoshi to end up in that position in the first place. Even from that position, your reasons of attacks are flawed.
Kirby's Dair has some startup time so you can't use it too late. Plus what if the Yoshi is good with Egg's and blocks your ledgeguarding attempt long enough to reach the ledge? Better yet, what if he counters your Dair with a Uair, knocking you away and just use his DJ to recover safely?
From the ledge and from his position, Yoshi will have enough distance to not only go above you, but breeze past your attempt as well, especially if you attack trying to intercept. You can't predict what a Yoshi is going to do unless he's being too obvious. You won't even have a second to react, it's even less than that. Most of the time, Yoshi will just get through, no matter what you do, no questions asked.
Against most higher tiered characters, Yoshi has trouble landing a hit. As such, it's hard for him to actually rack up damage the way other lackluster killing characters like Diddy can. Sure, once you get a hit in it's smooth sailing, but until then it's an uphill battle..
Well despite the fact that you shouldn't be approaching MetaKnight or Game&Watch in the first place, Large/Tall characters like Dedede, ROB, Snake, and Marth are reletively easy to shield poke and combo against. the only problem is Falco, but now we have a 0% kill on him so that's not really a problem anymore