I suppose my wording might have been a bit confusing originally. What I was really trying to ask was:
"Would it be a good idea to use Captain Falcon as TOOL to learn all the core tech every player needs to know (Dash dancing, SHFFLC, Wavedashing etc), introduce simple flow chart combos, and proper mind set to a green horn player?"
My sort of theory is that by starting with Marth, you have a ton of options and tools in your move set that you won't be able to use optimally until you develop a certain grasp of the game. Some of which are easy to abuse, such as F-Smash. If I had to bet, the F-smash habit would be beaten out of a Falcon rather than a Marth starting off, just because of how much more likely you would whiff the attack.
Like I was saying, it's the same with Falcon. No-one is playing totally optimally or without exploitable habits no matter how good they are, never mind when they've just started.
Lots of scrubby habits (or if not able to be classified as habits as such, then at least gameplay/strategic flaws which are present in habits) are fundamentally the same across characters. To name a few: not respecting crouch-cancel, neglecting movement and focusing on spamming hitboxes, relying on guessing rather than reaction or actual prediction (because you're coincidentally rewarded for it working sometimes so the habit is reinforced), and generally doing things that you know are bad or at least not the best because it's easier than the other options.
As Falcon this expresses itself as things like running around spamming full jump/drift forwards nair, fishing for easy guaranteed grab combos/kill confirms like down throw knee and up throw up air strings (which compensate for poor understanding of punish game), spamming Gentleman after every unsafe approach or every tech (stunting the development of better approaches or tech options since the opponent not being able to deal with the Gentleman lets you get away with the bad ones), and randomly stomping or Raptor boosting (in both tech chases and neutral; it's especially bad for Falcon since those moves are so high reward).
Some character-specific bad habits will be corrected early on while playing against low level players, but some of them will go a very long time before they are or require relatively high-level experience before they're exploited enough to incentivise it (or at least bring attention to the need for it), especially once you start to get into more nebulous things (an example being the difference between the habit of spamming forward smash as Marth and the habits of excessively or mindlessly doing things which give up stage control to fish for throw gimps by the ledge as Marth). All characters create a range of bad habits from easy to fix to hard to fix. They also all teach a range of useful things. The important thing is that there's they're all still Melee characters and the game can be learned though any of them; it's not like only playing a certain character will leave you completely unable to understand a major area of the game (at least not when you're at a reasonable level of play), even if you may not understand it as well as you would when learning through another character.
Also, you can change mains or play multiple characters whenever you want, so the decision of a first character really isn't important in the long term. The player's opinions and priorities will change a lot. Honestly, I'm inclined to believe that character choice at this level is mostly arbitrary, considering that you're not exactly going to be learning character specific things at this level that you couldn't pick up near-immediately at a higher level. The character just acts as a way to play the game, and you need to choose
someone, but the things you're learning which are important for the long term aren't really anything to do with the character. You need to pick up some character-specific things to be able to play, but which character's they are doesn't really matter.