I personally think this is Ike's hardest match up. Falco does have everything going his way in this match up except range (when not counting projectiles), and aerial game (not counting projectiles).
First of all, his CG -> Spike. While Ike is one of the few people who can go through this and survive thanks to Aether's SAF, it will still take you to borderline killing range after its all set and done. Try not to get grabbed, but you probably will, as he will force you to approach with SHLs.
SHLs. A major pain in the rear. Against a good Falco, you WILL take damage from these. There are just to many of them not to get hit. A SHL at point blank leads into a free Upsmash, so watch out for that at higher %s, as that will KO you fairly easily. Try to approach from the ground, less lasers can hit you that way, and you can at least attempt to power shield them. Of course, once you get in too close, you can expect the reflector to come into play.
Reflector AKA great spacing move with little lag that can potentially set up a laser lock if it causes you to trip. A good Falco will be SHRing when you get in to close. Shield when at Maximum range. If you perfect shield it, this might be one of the few times where QDing would be recommended. A quick tap QD will bring you right into his face, but I believe it won't hit. From there, you have a free AAA, or maybe even a AA->Dtilt spike off of the stage. But that would be one in a million.
Assuming you get pass the lasers and reflector without getting CG'd, you'll have his smashes to deal with. Dsmash is fast and sends you horizontally, which is a REALLY bad thing for Ike if that includes off the stage. You can try to sidestep it, and if you do, you can probably punish it with AAA. His Upsmash isn't exactly a slow poke either, and has high KOing power. Easier to punish though as it has more lag. Of course, Falco could just Hypen-Smash with it and take care of the problem that way, which wouldn't be nearly as easily to punish. Might be able to shield -> pivot grab it though. Luckly, it KOs upward, which Ike is more resistant to then a KO off of the stage. His Fsmash is his slowest one, but is fast compared to your Fsmash. You can see it coming when he puts both of his hands behind his head and begins to step forward. Shield and punish. It knocks you at a 45 degree angle forward most of the time, but I've had it knock me at a 45 degree angle downwards. It was really weird, and I've only see it once, but it killed me at an amazingly low % as I went flying off of the stage.
As for the rest of Falco's ground game: If caught in his AAA, DI away from it and then ftilt. It would really suck if he got you against a wall if it though.......not sure how you could get out of that one easily. Ftilt is fast, little lag, but not as strong KOing wise as his other moves. Dtilt has speed, but nothing else. Utilt can probably juggle you at low %s, but that would need testing. His dash attack can lead into any of his smashes or the reflector, depending on your %, so watch out for that. Phantom Dash can be used as a mean of escape out of your range, or a quick attack. It's like your QD in most ways though, except better, minus the ending lag, which is worse. It goes through people, can be shortened to avoid flying off of the edge, spikes if it hits in the air, and has less start up time.
All is not lost on the ground though. It just takes a LOT of dodging and a LOT of patience. He will eventually get cocky, or fall into a pattern, in which case, you punish it with quick attacks. I doubt you will ever use Fsmash or Usmash against a Falco player, unless they really screwed up something, like accidently FireBird'd straight up or something stupid like that. Grabs are your friend at low %, while Ftilt is at higher %s.
In the air, you have a small edge here when he's not blasting you with lasers and reflectors. The only real air move to watch out for at lower %s is Bair, which has some serious kick to it with little lag. Dair of course spikes, but you can keep him from hitting you with that with Aether or Nair if over the stage. His nair is only useful for attacking through platforms safely. Fair is only dangerous if all of the hits connect. DI down and away from it, then punish with Uair. Speaking of Uair, Falco's Uair has some kick to it, but a fairly small hit box. Your dair should be enough to discourage him from using it.
Falco's recovery is only slightly less predictable then yours. If he's fair away, he's going to go for a Phantom sweetspot. This doesn't mean it's easy to stop though. It's really about timing it just right so you nail him mid flight. Good luck with that. Eruption might be able to do it, maybe dtilt, but that would take some serious timing skills. If he's closer to the stage and under it a bit, he's going to FireBird to the ledge. This one is a lot easier to time the Eruption for. When there is a slight pause in the sound from his attack, plunge down the sword, cover the edge and the surrounding area in flames, and watch him fly right into it. If he's perfectly vertical with the edge, SHDair him to his death.
For stages, avoid FD like your life depends on it. Lylat Cruise can help a bit with it's tilting to screw up his Phantom recovery, but can also aid his lasering. BF is probably the safest choice, but still not good. Luigi's Mansion would be kick butt against Falco, as it would stop his lasers and CG, and you can rack up some damage quickly against him. Just don't let that happen to you....
And that is my not-so-pro evaluation of the match. >_>