Wavelanding gives you so many options.
Waveland to roll gives you just a bit of extra distance (and invincibility) and is great against certain characters that WD back to punish something (like Marth, for instance). It can also give you enough distance to pass all the way under side platforms, which is great against, say, a Fox or a Falco trying to fall down with a bair.
Waveland to usmash sometimes beats, often trades with people coming down from above. Utilt is great for this too, and it's faster.
Waveland to dsmash is good if they're on the ground. Even if they shield it, it usually pushes people back a ton or keeps them in shield for a long ass time, so it's pretty hard to punish. Just don't do it too much. Dsmash is slow if you miss.
You can waveland back to the edge too and see if they commit to something. You can also opt to not waveland towards the center, but just down right at the edge of the stage.
Hell, I've had minor success with waveland to upB. It beats a bunch of aerials coming down from above, it's fast, and if they're at a decently high %, it sends them far enough away that you won't get hit in return.
Doc also has pretty decent OOS options, so shielding is an okay option too.
I think the only time where I don't waveland onto the stage is when I see them blatantly trying to crouch cancel stuff, in which case dair is pretty good if you space it right because it does a ton of damage to people trying to crouch cancel it. If you auto cancel it, you're usually not in danger of being hit.
I find that most people have a super predictable way of edgeguarding people coming up from the edge, so it's always a good idea to see what their go-to response is and then just use any of the many tools you have to counter it.