Remember Zelda's teleport has more startup than it appears--if she's in an easy spot off stage and you have time, Fair can work wonders for you!
As for stuff in general, Zelda's traps function a little differently than yours, but they can be somewhat telegraphic. What a lot of people forget because it's so new is the recall hit of Din's, which I keep repeating, but is actually worth it because it can just disrupt characters so much. Zelda will play gay with it and you can be just as with grenades, Down Smash, and Down B. While she can reflect your Side B, if you manage to land it on her, the guy who I play against with stick a Down B on me, which he can use for later or make me airdodge/shield using the fake detonation. As for later, because Zelda's light, after you stick the down B you can up throw at higher percents and Zelda will go up a LOT, then you can detonate your Down B and she will die. If she tries to transform to avoid the C4, if you read where she goes, you can just combo Sheik and possibly even gimp her, which is musch easier to do than gimping Zelda. (ex. if you're off stage and Sheik is going to try to get the edge, you could literally waveland to edgegrab, stay on the edge if Sheik is trying to sweetspot, or punish accordingly if she does land onstage. Much easier than Zelda who has an actual hitbox on the end of her recovery, can shorten it, and is less telegraphed)
For Din's, as 4tlas said you can clank them, but it depends on what you're going to do from there. It's really a judgment call. She can use Din's to mess with your projectiles and DSmash, but if she's doing it in a dumb way, just go over and hit her haha.
This isn't
exactly related to the Zelda MU specifically, but I found this video while looking at Snake stuff and it is actually pretty neat. It might be somewhat harder against Zelda since her neutral B is quite good at disrupting stuff through platforms, but it's not bad at all. You could probably use it to set up into that throw combo I mentioned earlier.