Well the change pretty much was adding on one frame of lag during landing. It now matches melee but it should be harder to do.
I have to agree with spiffykins though, it seems that there is a drastic difference between the speed, range, and damage that marths move operate with. Like there are almost no advantages that Roy has in the neutral game or in terms of pressure. With already high lag on stuff like fair, further increasing that just makes him all that less safe with attacks. It seems that Roy is very much characterized as someone who has a very tough time getting in on others but can do lots of damage when he's there
I disagree with the notion that Roy has no advantages in the neutral game. He does almost everything better than Marth in the neutral game. Roy still has almost the same dash-dance grab game, Roy's wavedash dtilt footsies are better since Roy's dtilt launches and leads to more damage, and Roy's neutral air is much bigger more damaging, and safer due to his fall speed.
In fact, his short hop aerials are much better for the simple fact that he falls faster. Not being able to do double aerials from a short hop is not amazing as you think, that **** has always been unsafe, even Ganon can jump out of shield with an uair in between Marth's SH double fair, and it's horrible against crouch-cancelling. It's actually bad that Marth stays in the air for so long. Roy's rising aerials will be safer since he'll land earlier after the attack connects. This also means his safe aerials will be faster, since he'll get to a safe height quicker. But the biggest difference in speeds can be seen when considering SH FF late aerials. For those, the total time from leaving the ground to landing with a low aerial will of course be much faster for Roy than for Marth.
Keeping fall speeds in mind, it seems more like Roy is the faster of two: His rising Uair barrage when below someone will be faster. The time it takes to jump in front of someone and space a late aerial will be less. No delay between jumping and attacking is needed for autocancel nairs. SHFF fakeout to grab will be faster. This speed gives Roy a leg up in the neutral game, to be sure. Marth is faster at what, countering and f-smashing? Slightly faster dash?
Also, we can't forget about DED and ftilt. Both those are better for Roy and are great neutral game tools. Honestly the only disadvantage Roy has is not having an amazing tipped fair on hit. So, do less fair spam, and do more dtilt, nair, spaced ftilt, and dash-dance DED. For whiff punishing, do WD dtilit and dair instead of tipped fair.
All this applies to Melee Roy vs Marth comparisons as well, Roy always had Marth beat in neutral game in terms of speed and coverage, but the reward was awful even in Roy's sweetspots compared to Marth's sourspots.
I'm not saying Roy's better than Marth, as Roy's bad recovery and how badly he gets combo'd due to his fall speed and weight hasn't gone away, but in return, surely Roy has a better neutral game than Marth.