I'm hoping you meant to say "heavy advantage for Falco". I haven't played Samus at a high enough level to know first-hand, but comparing their strengths and weaknesses shows us a few glaring disadvantages. Basically, if you're playing against a Falco who's as skilled with their main as you are with yours, you're probably going to lose...unless you're Xyro, or something.
At long range, we have a disadvantage. Falco has a laser and a reflector, so he can control the pace with his faster projectile and send back whatever we're lucky enough to be able to return fire with. Thankfully lasers don't do that much damage, so our only hope to make that short-hopping freak stop is to interrupt him with zair and get in closer.
At mid-range we are probably about even, or at a slight advantage. This is where burst range mostly comes into play, in which case we have a strong dash-attack, short-hop zair, or even a grab if we use a prjectile to make Falco shield. However, he has a farther f-smash that will connect after a short dash, and his lasers can be used safely while our projectiles (except zair) are too slow to come out. He can also dash-grab us (which would be suicide for Samus), throw out a reflector (which trips at low percents and has deceptively-long range), or illusion past us and start spamming laser all over again.
Close-range and point-blank range are the main problem, because Falco has more than a heavy advantage, but at the same time this is our only way to really rack up damage and kill outside of a fully-charged charge shot, so we HAVE to go in close. Falco's jabs will put ours to shame. With their higher damage, faster startup, and multi-hit ability, Falco is sure to get the first hit and make it count. As if that weren't enough, Falco can easily jab combo into a chaingrab on Samus, who is heavy enough for at least three or four grabs. Our roll and spotdodge are garbage compared to his, so defense is a problem here as well.
The only way we win this matchup is to force Falco into the air as much as possible or onto a platform and rack damage quickly with strong combos that are short enough to avoid his Dair spike. Unfortunatly, his multi-hit fair and nair make it hard to start a juggle. At close range, we have to be perfect. We have to avoid being chaingrabbed while throwing in attacks like short-hop Dair, dash-attack follows, pivot-grabs (miracle), stutter f-smash, and falling Uairs/Nairs as much as possible.
We have a general advantage in our ability to KO. Generally, I'd say that both characters are poor stock-takers, but when compared side-by-side I think Samus comes out on top. We may only have Charge Shot, Dtilt, Dsmash, Fsmash, Utilt, Bair, or Dair, but Falco really only has his smashes, Bair, Dair, Utilt (maybe), and Uair. That slight edge as far as raw options combined with our higher weight-class and arguably better recovery are a big help in this matchup.
Ban FD, use Battlefield or PS1
Tips...lots of Zair (as usual), its your friend as far as getting in on Falco and like I said before, stopping laser spam. Also, like you said, plenty of ledge-camping. Tricks...if Falco is going to have to use Illusion to recover, the hitbox on Samus' meteor smash can usually catch him in the act since it lasts so long. Obviously, this requires timing, but it can also be used if he tries to illusion onstage. If that doesn't work, try to run off the map and steal the edge with a zaircovery. Stall with bomb-hopping if you need to get the timing right. This makes for a pretty salty gimp, and if you miss you should still be able to recover with screw.
Found this with a quick YT search:
http://www.youtube.com/watch?v=slUlZsCJLbc
This matchup is a clear Disadvantage for Samus at best. Probably a fair -3.