Well, you can't control Nana from the ledge. And when you roll from the ledge, the game still 'thinks' that you're on the ledge until the rolling animation is over. I don't believe you can control Nana until you're completely on the stage (i.e. the rolling animation is over). The standing animation is much shorter, so you can input commands for Nana sooner, or even buffer them while Popo is standing up.
If Sheik can't make it back to the ledge with her second jump, you should take the ledge and force her onto the stage. Unless she's really close, you can stand up at the last second before she reappears to cover most of her options--if she goes for the ledge she'll fall, and if she goes for the stage you have plenty of time to punish her. When she lands on the stage, grab -> handoff if possible.
If you grab the ledge when she's close to the stage, standing up won't always work because she can hit you with the vanishing hitbox. In this situation I usually roll, but I think a quick ledgehop n-air might be better.
Grabbing Sheik is really easy if she tries to play on the ground. You can cc or shield grab all of her tilts, shield grab dash attack, wd oos grab her d-smash, etc. It's harder to grab her if she likes to run around on the platforms, but you still have a big advantage in my opinion. You can wait under the other platform (so her needles don't hit you), use blizzard (a LOT), and try to bait her into falling with an aerial so you can grab her.
Edit: Try to count the number of times I said grab in that paragraph...
-------
Chok: Something Wobbles used to advocate for the ICs vs. Falcon match-up is to always face away when you approach him. There were a bunch of times you wavedashed at him while you were facing towards him and he was just kinda chilling in a neutral position. Your wd u-tilts were amazing (now I feel inspired to try it more) but sometimes you would d-smash facing towards him which is pretty risky.
This is kind of a broad statement to make, but I think you need to be really... careful in this match-up. For me, that means trying not to commit, spacing with safe aerials, and wavedashing away a lot. Stray hits from either side can lead to enormous damage, so if you can manage to not get hit for a while, you're probably winning. I guess if you like to approach with wd u-tilts and d-smash and stuff, go for it, but maybe limit it to when you really feel like you have him cornered (and try facing the other way when you do).
- At 1:50, you double jumped too soon. It would've been fine if he was on the ledge or something, but since he was on the stage it cost you a stock. You probably saw it too, but if you waited longer you could've grabbed the ledge, or if you had squalled immediately after the jump you would've made it back to the middle of the stage.
- 2:06 = missed handoff opportunity
- 6:34... you should probably wear a tin foil helmet when you play against someone so proficient at mind control.
Also, you may know this already, but you can d-throw cg Falcon at pretty much any percent. I'm pretty sure he can jump out of u-throw -> dash attack at anything over 0%, so you can either u-throw -> run and u-air to catch his jump, or d-throw cg, which is definitely worth practicing imo (gets you some extra damage or helps you stall until Nana wakes up).
Anyways, I really like your ICs, and I feel like a lot of IC players are on the rise. It's only a matter of time before ICs become a force to be reckoned with.