I love you so much. No homo.
I personally wouldn't aircamp against ZSS. You want to be on the ground against her. Her aerials are really fast and are also kill moves. Kirby's slow air speed shows in the this matchup like many others. If you're on the ground, all you have to do is shield and you're generally safe.
I personally believe that Kirby is really a grounded character at heart with the ability to float around, besides floating out to gimp someone obviously lol. But his air speed just begs for him to be played close to the ground.
I actually agree with this for like 30% of MUs.
ZSS is one you want to stay grounded in IMO. Dtilt is also really good in this MU, and you can gimp her with inhale if she tries to SideB, which itself is a free footstool, but odds are you'll only land it once in a set, if even that.
There's no hitbox in the middle of her SideB in the beginning, so if you space really well, it's a free anything BUT grounded hammer and stone. Hyphen smash is my favorite since the hitbox near her hand won't hit you if you mispace due to the crouching animation at the beginning of the smash. Don't shark ZSS. She'll Dsmash>Dair spike. DownB can be punished badly (Fsmash) if you shield the kick due to the immense landing lag, but you only have 2 frames to try and punish if she doesn't kick.
Her power is amazing if you can get it. It's a free grab every time, and at close range it's a free Fsmash. It's really good B-reversed too.
Wario: I don't know a whole lot about him, but I've gotten ***** by Blue Rogue a few times and played a couple others here and there. Dair seems really good for beating his spotdodge, and if you DI behind him with it, his only way to punish is second hit of Nair (and if he doesn't buffer Utilt beats it). Inhale beats a whiffed bite. Utilt is really good, as is up angled Ftilt (it beats out all his aerials and is fast enough that if well spaced he can't punish if he ADs through it if I remember right.). I think Fair is pretty good in this MU too. Beats his aerials and can be FFed to start a combo if he ADs. Really the biggest problem in this MU IMO is his waft, which makes me say slight advantage for him. Oh, also learn Wario's wheel gimmicks: We can do 90% of them.
Pikachu: I honestly see this as slight advantage for us. I love this MU. Inhale is really easy to land, and his power is retardedly good. Without it, we can still aircamp him to force an approach, our Bair beats his aerials, and we can punish a thunder with both hammers (grounded and aerial I mean, not 1st and 2nd swing), inhale and UpB (Though I don't know why you would), not to mention I personally find it pretty easy to avoid unless you were somehow sent straight up instead of at an angle, which implies bad DI. Use that backwards AD mobility boost thing to avoid it.
His Dsmash is annoying but nothing more. The main problem moves in this MU IMO are Uair, Nair, QAC (unless you have his power or read your opponent well), Usmash and Fsmash, as well as that CG he has at early %s, but I think it only does like 30% or 40%, so pretty much it's like our grab combos. Pika's only real advantage in this match IMO lies in his speed and how easy it is to land a Nair kill.
Peach: Learn to insta-catch. It helps a LOT! I hate this MU if only because I don't think I've ever played a set against a peach player without them drawing at least 2 of either the stitch-face, bomb-ombs, or beamsword, and usually 1-2 Mr. Saturns. Her Fsmash beats our Bair, and I believe her Fair does too if perfectly spaced. Hard to say since they have almost exactly the same range, so pretty much any time they go against each other, the one with the better spacing wins. Her jab comes out really fast and is generally a pain. Other than that it seems like this MU is a spacing war. I'm not entirely sure how to play this MU TBH, but I've had better luck being offensive (Or playing Wolf XD).
TL: I have a ******** amount of TL experience, and yet it's really hard to explain how to play this. For one, learn to insta-catch and use the bombs to set up traps. Dtilt beats Zair (It sounds weird, but trust me it works, since he can't hit you while crouching and falls on your Dtilt. I admit I don't utilize that enough though.). If you see him AD backwards at Zair range, assume a Zair is coming. TL's spotdodge is actually really good, and with good DI, he lives a surprisingly long time. Odds are he's going to kill with an AD/spotdodge>Utilt. Landing a kill move on him can be pretty hard, since due to how much he runs away, Bair is your main kill move, and often also your main damage racker along with grabs.
Oh, and bait grabs. Every whiffed grab is a grounded hammer.
I dunno... feels like it would be easier to discuss it in real time... or maybe not at 5 AM XD
...Someday I'll have a consistent internet connection...