Here are my little bits of advice:
-Try to resist the urge to dash attack or ftilt below 35%.
-Tech chasing...if you can react to those tech aways a little better
-Turn on the Randall clock so you can know where Randall is!
Overall, it looks alright. I don't know if I saw any specific situations, but if you get Fox or Falco below the stage without their jump, you can just walk-off Nair them and even if you trade hits, they still don't have their jump, but you do.
Only watched the Fox ones so far. Going to watch the Marth ones in a bit since that matchup is my second favorite in the game.
Edit: Against Marth...I'd suggest...
-Shffl'd spaced fairs (You have a mix-up between that and empty short hop grabs)
-Not rolling too much
-Not dsmashing Marths at 0%
-At 2:42 on match 1, you Uair instead of Fairing; Fair gets Marth off stage
-Ground needles aren't particularly useful unless they're camping you on the other side of the stage
-If you Dthrow a Marth onto a platform at less than like 60%, I'd recommend nair'ing through the platform because that covers not teching, teching in place, and teching to one side (sometimes covers teching away too on certain stages)
It didn't come up, but if the Marth DI's behind you between 80% and 120%, turn around and Usmash in place. It'll tipper and kill him (depending on the stage). Also, with low % grabs. If you Dthrow and they DI away at like 0-20%, you can chain grab. If they DI slightly behind you though (basically right above you), then they can escape the grab by jumping and punish you. So if they do DI away, you can CG, if they don't, just Utilt/Nair/Usmash depending on the situation.
Just some suggestions that I would give. Other people may disagree. So be it. Hope it helps!