One specific thing that seems really counterintuitive, but that you may want to look into: I've found fsmash to actually be a stronger option against ledgehopping than dsmash. Dsmash is nice if you want to catch your opponent losing their invincibility, but since its hitbox is so ephemeral, your opponent can refresh invincibility and just jump right through it, and the shorter (than fsmash) range means you often get punished. But fsmash is longer-ranged, and meaty, so your opponent often can't reach you with their ledge-hopped aerial, and it will often outlast their invincibility. It's not safe, so you usually have to be more sure, or have super good reaction time, but it's much more reliable.
I'm not 100% sure, but I think Flip Jump is a tighter ledgestall loop than double jump. Neither is invincible for the duration of the loop, but I think Flip Jump just provides less opportunity for punishment.
Dsmash should actually be very close to plus on block. It was -4 in Brawl, and there's a bit of a shield stun increase in Melee, so you really shouldn't be getting punished for hitting a shield with dsmash unless you're running in every time. If your opponent is consistently trying to counterattack you out of dsmash on block, then try dash dancing away to bait a punish attempt.
Dash dance beats Ganondorf. You really shouldn't need to shield at all in this match-up. In fact, you can usually pivot grab all of his shffled approaches. As long as you keep an eye out for double jumps, which are beaten by usmash, you shouldn't really be struggling in this match-up. I think you had started to figure a lot of this out, but you suicided on your last stock (sadfaec).
Dair puts you above Ganondorf. Above Ganondorf is bad.
One thing I like doing that you might want to start looking into: after rising uair, on some characters, you can do a falling Plasma Wire, this actually does better for giving you follow-up opportunities than chasing with rising Plasma Wire, so it's a really good way to turn a juggle combo into a tech chase or edgeguard opportunity. Look for places to work this in. I noticed a few points in the Ganondorf match-up where you could probably have used this to great effect but went for a second uair and lost the juggle afterwards.
I don't really have a whole lot of advice for the Falco game. You played the match-up right, IMO, but it's really easy to get outplayed in that match-up, since the Falco doesn't have to be nearly as on-point as you do.
By the end, Jackie was baiting your ledge-hop fairs. Calm down, girl, you don't need to hit the guy every time.
Y'know, we used to have a guy around NC named Bill who was once playing Sheik in teams, and he went out against a Fox on the other team who was recovering and really had no chance of getting back. Bill reached the recovering Fox, and could have sealed the deal with a nair or a fair, but used a uair instead. The Fox recovered and Bill actually lost that stock. To this day, we call edgeguarding with uairs "Billguards." Although the term is used with a lot of love (well, with some of us, at least), I would not say that it is an accomplishment to be told that you've just Billguarded someone. That said, you were going mad hard on those Billguards against that Fox. You attempted a lot of Billguards throughout the set, and I have to say, I'm perplexed as to why, since I didn't see any real gain from succeeding, and you freqently seemed to get punished for them.