The best practice is to learn how to play the game. If you think you're going to quit then you're going to quit. If you want a rewarding experience then yes, continue building on your fundamentals. Because I don't know you;
Short hop is as simple as keeping the distance between your button presses as short as possible.
Rolling as a movement option deserves to be punished and will ruin your neutral game.
If your shield is already up, don't react to an aerial by rolling. There is start up to your I-frames so expect to get hit if you do roll away.
For Greninja, Shiek, Z-Samus: Your movement options are superior to your defensive tools. Although Greninja can play agressively with little to stop him, you can also play a trap based style with (a better) counter, d-tilt/f-tilt/jab/(dash) grab, and using fair and shurikens to space opponents. The key here is to piss people off so they go into autopilot.
Speaking of autopilot... ask yourself these questions. Why am I winning? Why did I lose? Am I doing (bad/good habit) out of habit? Am I being predictable? Is my opponent doing/thinking what I want him to?
Recovering under the stage is the safest option statistically speaking.
Spacing yourself near the ledge when others are recovering is only important if you're willing to capitalize on it. Use down smash for rollers and ledge attackers. Use RAR, uair or fair to punish those who jump from ledge. Use ledge gimping to screw with anyone who likes to sit on the ledge and bair to capitalize on those without ledge invincibility.
Hydro Pump is good for confusing people on stage.
FF nair to d-tilt is true in most situations and makes for a great opener.
F-tilt is a stellar spacing tool.
U-tilt is great for for platforms in battlefield and shff-nair/uair is fantastic for whispy woods.
A player may force Shadow Sneak to attack the intended direction manually, but always attempts to attack towards P2 automatically. This is great for if you read a dodge or want to get the backwards SS which does extra knockback.