Have a lot of little things I like to do at times. ATs will bring Ike nowhere, but general tactics and smart thinking/spacing of moves will. For example, upB OoS really only seems useful vs DDD, and only when he starts getting bair/aerial happy, or throws a projectile too close, and really only usable on stages with multiple landing options. May me useful on other characters as a rare mixup though.
I said this a few times before, but Ike's kick part of jab is actually pretty decent for spacing/anti aerial as long as you're not doing it right on top of them. Also jab cancel interrupts on double jumps, OoS attacks, and even glide tossing at times. Utilizing DACIT more because it brings us at a pretty favorable distance to jab/grab/you name it, with a good position to combo from a banana. Pretty much retreating everything and spacing on lots of Ike's attacks have gotten way better.
Many Ike's still don't know how to not get gimped though, spacing aether, etc, which is unfortunate. Kind of balances out many people not being aware of the easiest methods to gimp Ike (which are avoidable most of the time) dependent on timing, etc. Ike can do a lot more with jabs than people let on, we just need to think more while jabbing, like how they are trying to SDI, and options that will best lead to a followup. More Ikes should also use nair as a subsitute of uair more often at lower percents to hit someone above them, with the exception of platform pressure/poking.