First of all, this was very difficult to read. The organization of "tricks" was all over the place, and you'd end up going in one direction and then shifting in another. Lack of capitalization made it painful to read as well.
Second, there's a lot of misinformation going on here. She doesn't actually have the best aerial mobility, Yoshi does. Also, Dreamland isn't the best stage for her anymore. I'd actually say Delfino, because the walkoffs are beneficial for her WoPs, the semisoft bottom platform allows for sharking, and the water allows for free rest attempts with limited punishes. Furthermore, Puff prefers large stages in general because she dies later and has a pretty free recovery anyway, so if anything she'd rather go to BF than DL64.
No decent opponent will ever get hit by ledge-canceled sing or f-throw -> f-throw.
When you say learn to read rolls, you're actually talking about get up options. Even then, you don't really ever want to roll to your opponent. If you get the read, you have time to chase them and get a follow-up anyway, rolling will take more time and you don't need the invincibility frames.
Dashdance has no realistic utility for any character, that's why foxtrotting is a thing.
Pound can technically help recover, but it's really just more for stalling purposes. Rising pound has very little utility unless you are using the custom multihit one.
Shield out of dash is just as easy with every character, just characters with low friction take longer for the shield to come out.
Smash DI is helpful for stuff like PK Fire, but in the case of certain infinite jabs like Little Mac's, you can actually SDI in to Rest.
tl;dr I know it's your first guide, but try confirming the information you have to make sure that you aren't spreading any misinformation.