Here's some notes that I took down while watching each match:
Fate (Marth) vs Fear (Mario)
Match 1 - You should use a little more FAir and a little less NAir, in my opinion. You became a little predictable with your Dancing Blade stalls when you were over him; proof is in your first stock when both times you tried stalling Fear waited and then hit you with an UAir.
Match 2 - You seemed too timid with your edgehops at the first stock, but after that you proved me wrong. You made less errors in this match than the first; you might've needed more warming up or something. You only did the Dancing Blade stall once, but you still got punished for it at 1:50. Nice job with the mindgames in this one; there were more in this one than the match before, in my opinion.
Match 3 - Fear read you like a book when you were recovering on your second and third stock; here is where you can and should try Dancing Blade stalling. Some variations with your recovery you might want to try is to not always drop down and try to sweetspot, but Dancing Blade when you're high in the air and then airdodge onto the stage, like in the second match when you dropped down and got BAired.
You did well against Fear overall; after the first match you learned not to be too aggressive and beat him in the second and third matches. Overall, I think you should use more FAir and less NAir; its hitbox is bigger at the front, which makes it more useful in approaching. You should also look for more FSmash opportunities, like out of shffl'd FAirs and grabs. That's another thing; you can easily set up for an edgeguard by using throws, and at low %'s, FThrow can set up for an FSmash on basically anybody if they're DI'ing wrong. Against a combo-heavy character like Mario, you can try interrupting him with Counter if your opponent gets too predictable. One last thing - you shouldn't fool around at the edge so much when you're on it and your opponent's waiting on the stage. Edgehopping FAir is a better option for fooling around than NAir; your opponent won't be able to jump over it and land on your head with a sex kick and you'll be able to grab the edge right after the FAir instead of trying to up+B again after the NAir.
Just as a suggestion against Mario's, when they're recovering you can try going at the edge or jumping off and Countering their up+B; it's risky, but at the proper height you'll be able to survive. Other options are edgehop spiking and edgehop BAiring, both of which you did.
Fate (Marth) vs Lime (Roy/Sheik)
Match 1 - I could immediately tell that you're more comfortable with this match-up; either that or you got a lot more confidence compared to fighting Fear. You're still messing around the edge more than you should; even though he failed to punish you, you're lucky that he doesn't randomly throw out a Counter at you once in a while. Nice spike, by the way.
Match 2 - Ugh... you should've won that one, especially since you suicided twice and got gimped on your third stock. Anyway, you played solidly except for those mistakes. I don't have much to critique.
Roy is easily edgeguarded with Counter, or as you used, DTilt or FSmash. If you're on the edge, you can also easily pick him off with an edgehopped BAir or edgehop spike if you want. Also keep in mind that Roy has no reliable combos if you DI properly; always DI away from him and if you're close to him and you're suffering from lag, upward and towards him so that you don't get killed by the FSmash.
Match 3 - Ugh... Sheik... you did well, nevertheless. Better Sheiks will use more needles and DThrow more, but you probably know that. Anyway, avoid messing around at the edge or else more people will start falling on your head with sex kicks like at 1:50.
I don't play too many Sheiks, so I can't really help you any more here with the match-ups.
In general, my biggest complaint about you is to not fool around at the edge so much. It can get you killed if you're not careful. You could try ledge wavedashing, jumping, or rolling onto the stage for other options. Using Counter more when you're edgeguarding can't hurt, especially against Roys. You should also throw it in occasionally just to mess around with people's timing. Try grabbing more against Fear; you didn't do it too much against him. I also suggest that you try up+Bing your opponent after they whiff a grab or any other attack at you at close range; they'll almost always expect a grab, so they won't DI well, and it has good knockback for such a fast attack. The only downside is that you'll get severely punished if you missed, so use it sparingly.