I see a new Brawl pro in the making right here. ^^^Safest move is to go Meta Knight.
You COULD approach with all of Kirby's options... Nair and Dair are the worst approaches out of his A moves, so you should save them for situational scenarios (like cancelling lag with nair, gimping/catching them offguard with dair). Bair, ftilt, shieldgrab, fair, dtilt, utilt, dash attack, uair, jab, dair and nair, in order of best approach option to worst out of all of Kirby's "A" moves.
Kirby's specials are all quite situational, so going through a fight without using them once shouldn't feel weird to anyone. His sideBs (both ground and aerial) are quite situational, so throwing them out expecting opponents to accidentally run into them isn't a viable approach, it literally is seen a mile away and punished at the highest levels of play. DownB is situational as well, used specifically for punishing opponents who put themselves in vulnerable positions (I use it when I predict someone's gonna try and uair me, or when an opponent is getting up from the ledge with any of the options... If the rick misses, once I turn back, I have enough time to bair and get them away from me before they can do anything). UpB shouldn't be used onstage, even if it does hit your friends' characters due to how telegraphed the shockwave is, it's too easily powershielded... Better to just use it near the ledge or from very far away and try to frametrap them while they're in some sort of animation...
And well, his smashes are punishing moves since they can be seen coming, but due to their long-lasting hitboxes, are great for frametraps or killing opponents off without having to miss them when they're most vulnerable. Dsmash punishes landing opponents, even if they're trying to mindgame their landing trajectory to be behind you or in front of you, hoping that you miss your fsmash without realizing that our dsmash is a very decent vertical killer (and has an invisible disjoint on Kirby's head, I use it, and I saw Chudat use it). Usmash has good vertical range, so it can go through platforms that are low enough. the knockback it causes on the opponents' shield if it misses is enough gor you to finish your animation with no problem at all, unless your usmash pushed them off the platform. Kirby's up-angled fsmash is great for piercing through opponents' approaches and killing earlier than a normal-angled fsmash, it HAS to be implemented in every single irby's normal playstyle! Just hold up while hitting the cstick left or right, and voila, an up-angled fsmash! And lastly, Kirby's down-angled fsmash, although most situational out of all of his smashes, is the best option for pressuring recovering opponents who try to grab the ledge from stage-level or slightly lower (this includes MK's sideB, down-angled fsmash breaks it), and sends them on an almot-completely horizontal trajectory, great for setting up gimps.
If you want a quick analysis of any of Kirby's tilts and aerials, ask away and I'll do it. Anything to help other Kirby mains!