Assuming you let us hit your shield with our Aerial Spin Charge we can get multiple hits in on it, which makes it great for eating shields, especially since we can follow through with an aerial immediately, yes as Espy says pivotgrab shuts out alot of our options, but of course this really only applies to our ground game (ie. dashing shield, dash attack, spindashes, possibly tilts). We could essentially approach with a dashing spotdodge but with that you could probably just utilt since it's a multi-hit. We can of course take to the air if need be since Sonic's bair outranges anything Olimar can throw out in the air, of course we can't try approaching from directly above or we get ***** by your usmash and utilt.
Yes, your side b is lol to Sonic since he can swat that away with any move that has a spin, which is a good portion of his moves. (fair, nair, dsmash, usmash, sideb, downb)
Whistling is good here imo, but really only when trying to live through KO moves, especially since we actually have a decent grab game (especially when we're tech chasing).
Sonic's Ground tech chase is less viable against Olimar, however if Sonic can put Olimar in the air, he can do an air tech chase with a series of uthrows .(since he has the speed to almost always reach your landing spot just in time for a grab) Of course just because he has the speed to do so doesn't always mean the individual has the reaction or reads to do so, so of course being put in the air doesn't *guarantee* that you'll be air tech chased. We're the fastest edgehogger in the game since we have the best ground speed. Of course you guys can still mix up your upb or fair/uair us if you're close enough, and of course footstooling is also an option if you're close enough. Offstage though our bair and spring are really good, for both gimps and free damage in this match-up.
As Espy covered already yes our sideb can jump over your pivotgrab if timed right, and upon start-up has a single frame of invincibility if I recall, as well as high priority.
Yes essentially we can lay a grounded spring under you guys to avoid your ability to pull out pikmin. Yes it can of course be avoided, however dealing with someone who is good at sticking to you it may/may not always be easy to do so due to our ground speed. I wouldn't worry much about it though.
Uthrow-> uair KO's happen, especially when you don't expect them, however they're easy to DI especially with a character who has decent-good aerial accel, and even in the event that you don't DI it, you can always Air Dodge it (though this one's less reliable as if the Sonic reads it, the air dodge will have been baited and you'll get bair'd or uair'd anyway.
When you DI Sonic's Uthrow DI is always *towards* Sonic, as it has the most effect.
If Sonic D-throws you, you can tech directly in front of him. (which gives you frame advantage)
Sonic of course has a good recovery, and overall you'd probably have the most ease with KO'ing him vertically as he has a great horizontal and vertical recovery.
When you edgeguard Sonic I would advise not going to far out as we can get a gimp from it and it's almost/if not always difficult to spike/gimp Sonic due to our recovery.
Stages, in my personal opinion your best bet against us would be Battlefield and Lylat Cruise, Battlefield because it's a small stage with platforms that almost cut out our air game, it's still winnable here of course for us, just alot more difficult as it allows you to platform abuse using your usmash and shuair. Your White pikmin's pivotgrab range covers a good portion of the stage too. However we do have a somewhat easier to setup jab lock on Battlfield assuming we get you on a platform shielding.
Lylat is more or less more of the same, though not as hard on Sonic and slightly bigger stage and stage tilts that *probably* screw over your recovery.
Brinstar is another Stage you could CP us to as it makes it difficult to use our ground game, and forces us to play aerial, though IMO your character already does that anyway.
Our iSDR(invincible Spin Dash Roll) gimmicks are never hard to do w/o SD'ing, the iSDR on Brinstar is hardly notable as we have to break one of the strands keeping the side platforms straight to do so. As far as which between YI and Picto you should ban that would be up to your level of familiarity, though it is notable that w/o iSDR on YI that stage would probably be in your favor as you can platform camp, and it's a smaller stage with less room for us. Although it being a smaller stage, just as you said, makes it easier for us to reach the ledge in time.
I'll get back to this later.