Something I've noticed, is that you almost never seem content to move towards your opponent without also throwing out an attack. Smash is first and foremost, a game of movement and positioning, and I'm not currently seeing you really try to take advantage of any positional advantages you get (like controlling center stage). It's also pretty predictable, and being predictable will give you a lot of trouble when fighting high or even some middle level players.
Secondly, your punish game now needs a lot of work. Falcon's ability to convert hits in the neutral game into big punishes is among the highest in the game, but most of the time you get a hit/grab, there isn't a followup.
Instead of trying to U-Air people after you U-Throw them onto a platform, try wavelanding onto it, and tech chasing them for a regrab.
If you think they'll get to tech before you can get a guaranteed grab followup, then good old Dair/Knee is still great.
I want you in particular, to experiment with Falcon in a way where you focus your combo/punish game on what's a guaranteed followup. Nowhere near enough players do this, and it's one of the single most powerful ways you can improve your game.
Think of it like this: Both of you have 4 Stocks, let's say the average stock takes 110% damage before dying. If you can get 40% on average per hit/grab conversion, and they only get 20% on average per hit/grab conversion, then they have to outplay you in the neutral game 22 times to win the game, whereas you only need to outplay them 11 times in the neutral game to win, That's an absolutely massive advantage. Train in a way where you can find guaranteed followups to as many possible situations as you can, make a point to very specifically define all the possible uses for a move you can think of, so that your combo game can adapt to variance, and still be able to deliver massively painful punishes for even the smallest mistakes very consistently.