I'm fine with arguing more here.
I didn't say Falco controls space a lot better than Marth. I would believe that if Marth didn't have great mobility and long ranged attacks with a decent speed.
I disagree that Falco's killing capabilities counteract Marth's advantage in gimping. I feel like Falco's killing capabilities is, at best, even with Marth's in that match up. Marth's fair and nair are safe on block if tipper. Even if those aerials are power shielded you can predict and counter any attack with an up b. Although up b is not safe it is viable option and a good mix up tool, which can make your opponent think twice about trying to do something. The only kill move Falco has that can be safe on shield is a full hop bair, which would not kill until a pretty high % since they're not offstage or high in the air.
Jab is a decent option, but Marth is one of the best characters at beating jab. It becomes less effective the higher Falco gets in %. Jab 2 is the only safe option against Marth and though it does give you the possibility to lead to a mix up nothing is guaranteed. jab 1 and full jab are completely unsafe, Marth is guaranteed an up b from jab 1 and a fair and up b from full jab. Jab is great at Falco's early %s because up b puts Marth in an disadvantageous position even if Falco gets hit.
Falco's side b can be easily punished if predicted/reacted to properly, which leads to huge damage and can possibly set him up to be killed. If Marth jabs Falco out of his side b onstage it will sometimes knock him into the perfect distance to be tippered f smashed. Since Falco is in RCO lag he is unable to do anything.
I don't really see either character having tough time coming back in this match up. Marth doesn't need to depend on the death grab to make a come back, although it's a viable option and obviously something most Marth players would want in that position.
San Antonio/Nike tomorrow!!!