i had a big post written @behr but then i was dumb and its gone. fourtunately n64 pretty much summarized it ~_~
i guess ill write it again lol
if you watch old pika footage, traditional pikas tend to be really defensive. they rely on dd waiting into nair/grab punish, which is great because pika has the mobility to space out the opponent for accidents/whiffs. kind of fox-esque. (id also like to add that they use uair walls pretty frequently, probably because uair is amazing) the recent(ish) trend is a more aggro playstyle, largely opened up thanks to (IMO) crossup nair mixups vs shield. this can speed up the pace sometimes since you're frequently presenting urgent decision-making scenarios to the opponent...but each opponent reacts to pika pressure differently so it's not the best 'pacemaker' hurrhurrhurhurhrur
however, pika doesn't have a lot of tools to zone when waiting - his jolt is pretty bad at midrange and he doesn't have much disjointed range on anything other than uair (something most opponents are very wary about, you'll rarely find them trying to stay above pika). you can make the opponent play around your tilts a bit but they're not very threatening and don't guarantee much. overall you'll need to maintain a decent amount of space if you want to control pace effectively since you don't have many safe zoning tools. i guess you could try some janky stuff like retreating fair/uair or something. <_<
it's also incredibly frustrating to find openings vs strong defensive zoning/faster characters, so controlling pace becomes harder. bleh
disclaimer - this might be a bad post because im falling asleep. i hope not lol