What do we have against her*?
The fact she has many multi-hit moves makes phantasms a dangerous option in more situations than usual, though it doesn't make it bad, or even average, it's still good. When we're camping, expect dash attacks or nairs depending on the distance she's at. Her smashes can be dangerous if they hit, on Falco they can lead to many follow ups. From below Zelda is at her most dangerous. A good ground vs air game with her tilts and up smash, and a good air game from below with nair/uair to keep the juggles going.
If she manages to knock you off stage, she WILL harass you with Din's Fire depending on where you are, sometimes it may be beneficial to take damage to secure your recovery, but don't be reckless with it.
Lol screw camping, just walk up to her and jab, she can't really do anything.
Seriously that move makes this match up laughable.
But you're right about almost much everything else, Din's is too slow to counter camp his blaster, the best she can do aim Din's in an arch so that if goes toward the ground so it still explodes after she gets hit by the lasers.
All of her approaches can be blocked and punished, whether its n-air or a dash attack.
SDI her side smash(
http://www.youtube.com/watch?v=P4nuoFfza2w), you can tech her down smash, and block her up smash for a really easy punish, watch out for her up smash at low percents though, she can sometimes get Falco in it twice in a row.
Her air dodge isn't really that bad, shes just really floaty with mediocre air speed so its very hard for her to safely land back on stage but you're right about harassing her while shes in the air, best she can do is try to land a D air or hope you don't punish her air dodges.
While shes recovering she is probably going to want to avoid using Farore's wind because its a really ****ty move with a lot of lag, but if shes far away enough she doesn't have much of a choice.
Shes either gonna aim it for the ledge or onstage, either one can be dealt with.
It's best just to always hop on the ledge when shes about to disappear, that way she'll either die from getting ledge hogged or she'll land on stage.
When she lands on stage you should have enough time to punish with a ledge attack or possibly more depending on what angle she was recovering from.
Falco's best kill option is probably his Dacus, she has ****ty momentum canceling so it will kill her around 100ish, it can be stopped by d tilt while shes on the ground though so you might not want to constantly throw it out there like many Falco's do.
If you cant find an opening to land it just harass her with b air, she doesn't have any OOS options to punish it(her grab is like 12 frames) and it will kill her around 130ish onstage.
As far as stages go, Zelda doesn't really have any good CPs that are legal.
Any nuetral will do since you're going to be walking up to her and jabbing.
If you want to make things harder on her recovery wise pick Halberd, Delfino, Brinstar.
Another point is that at certain percents, her d-tilt WILL lock. I'm not sure of the percents, but I'm sure someone can be bothered visiting the Zelda boards to find them, or maybe someone knows them but it's pretty gay regardless. It's not huge, but it's there so watch out for it.
SDI out of it and it wont lock, the most it will hit you is like 3 times, just expect a follow up after it.
At lower percents it can be followed up by another d tilt, a grab, down smash, Nayru's, etc.
At like 70-80 it puts him in position for a up tilt/up smash and that has a pretty good chance to kill Falco.
In short I'd MUCH rather deal with a campy Falco than one that just walks up to her and jabs, she literally has no options against his jab, its really sad actually.
+3 for Falco imo.