good stuff winning that $$$$$$ first of all. but ok.
On FD it's hardest to approach a campy falco. But when falcos like to spam shl in place i like to go for bucket. Since they're not doing running lasers, they're not mobile/prepared to punish, and having a 2-frame huge hitbox is a great tool to have.
Next is powershield. I know it's hard, but it's not impossible. I noticed you were powershielding some physical hits like an f-smash on YS, so if you can do that, you can powershield lasers too.
Next I would say, if you're about to get lasered, you can jump into the laser, SDI it, and then waveland, this messes up falco's combo off of laser, because he thinks you'll stay stationary where he lasered you last, but you'll actually be a waveland's length away.
Lastly I would say, don't give him so much space. Early/mid game of FD game 1, you would allow him to be more than half stage length away from you, where you can't threaten him. If you can close the gap, you can be more dangerous with potential double-jump approaches. But most of the double jump approaches you were going for were from too far away, giving the falco too much time to react.
For example at 1:56, if you SDI that laser down and away, falco might have whiffed his grab and then you can get a d-tilt or grab punish. That may not be the most perfect example, since the falco did space that laser pretty damn well, but, that's just to give you an idea of what I'm talking about.
One more thing I noticed a few times was you were getting hit by get-up attacks. I know sometimes it's hard to just run up and shield because after a certain amount of frames we get shield stabbed by get-up attacks. So you can react to get-up attacks with full jump (to avoid it) and then punish it with d-air.
Nothing else really caught my eye. There were some obvious mistakes here and there but I'm sure you know what those were and I don't need to point them out. Good stufffff