Not a bad guide at all! I've never considered grab release into fsmash before... sounds like something to try out in situations when an f-throw probably won't kill, but they are expecting an f-throw anyways. Jab cancelling into dash grab also sounds interesting; I've never experimented much with Pit's jab cancel since it is slow compared to most characters', but his fantastic dash grab probably compensates for that.
A few things I'd also suggest putting in the guide (if you don't mind the feedback):
* Use arrows to help cover the ledge when launched offstage, and rising aerials occasionally to help mix-up recovery options
* Ledge trump to any aerial when an opponent is about to recover (reading an opponents jump after they are popped off the ledge can mean a free dair spike, but I usually go for a bair since it kills so early and the opponent was probably not expecting the trump after so many arrows/offstage aerials)
* Avoid staling any killing options at all cost; Pit can struggle enough to kill without the additional trouble
* Knowing when to use orbitars when facing characters who go for predictable but deadly aerial follow-ups; ZSS and MK's up-b immediately come to mind, since they are very common kill options and put them into free-fall afterwards. They've saved my stock on more than one occasion.