Well, miya is relentless, lol. MK is one of those characters that rewards offensive playstyle. Snake too. Both characters have ridiculous options when compared to everyone else, save ice climbers. But all the top tiers are in their own right there b/c of the fact that their offensive lineup isn't as costly to throw around as say, Ike. I mean one whoops f-smash w/ike and it's a stock damn near.
When I suggested your MK should be unstoppable I was referring to the fact that you're good w/Sheik b/c their offensive speed is on par. MK's offensive strength is obv still > sheik's but if you can control sheik so well, then you can totally control MK just as well.
I would suggest "starting over" so to speak. Start by using MK w/o smash keys. This dumbs him down to a level but will also allow you to gain perfect knowledge of his timing. Then add smash keys. This will increase the options that you'll already have mastered (shuttle loop, nado, recovery, etc. ... the basics.)
Few other tips: nado acts a liiitle bit like luigi's cyclone, but appropriately, luigi is super floaty so his goes way higher for about half the button taps. MK gets 3 good inputs, maybe 4. If you notice though, on solid ground it's more like a hop. boing boing boing and each hop is when your DI is most influential. If you stall b/f initiating it (like walking off a ledge) you really can't hope to get the lift you need to clear the edge to get back on stage, and since he's "helpless" when it's complete you can't always grab the ledge (he was to wait a split second or so after the nado ends and then he can ledge grab). So basically I'd say go into training mode and just play around with nado until you get the feel for it. If you spam the b-button it won't be nearly as controllable. If you notice a good offensive strategy is to start your nado way out of range and then come in. Timed right you can have 3 or 4 (based on those hops) times that you can hit your opponent, so that's 3 to 4 instances your opponent has to either just stand there, or get nailed on 4 (then they shield blah blah you get the idea).
That's all just horizontal too. Adding in that he does have vertical lift and fall you basically have 360 degrees of freedom to attack and on 4 separate input points, I mean seriously you can just hunt and peck your opponent with nado until they're at KO percent, it's that silly.
MK is also interesting b/c basically all his b-moves are good recovery moves. drill rush is good for getting straight to the ledge, but a good ledge gamer can nerf MK out of drill rush, so it's not always best. I like to use it when my opponent is out of range b/c it closes the gap quicker than nado, and SL requires spacing to be just right or it's a waste of a move, whereas drill rush can be aimed well.
As for shuttle loop itself, it's an excellent spacing tool as well as an offensive choice, but be sure to control mk the second you hit up-b or else he'll be wide open. You can cancel his landing and go into a short hop, d-smash, or even another SL.
I noticed you didn't employ b-air, u-tilt... etc. Though there are standard times that these moves work, w/MK it's basically open season. No other character can swing, what, 18 times before landing, I mean wtf hahaha
sorry if this is too long but I just really enjoy your enthusiasm and your personal style and I think your MK could really be tournament worthy.