I guess I should contribute with what I have on my little document. Don't expect everything to be 100% accurate:
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Matchup: Link (60:40 Pit's advantage)
The slower but heavier and original Link, known to be one of the worst characters in each of the smash series, mainly because he holds one of the worst recoveries in the games. However, he may cause trouble for Pit if the Pit isn't experienced, not to mention Link having his own good set of defenses which can compete with Pit's.
Range/Priority
Link has better range than Pit, but not by too much compared to some other characters, like Marth.
Weight/Power
Link sure seems heavier than he was in the last game, is 13th heaviest in the game, above Wolf and tied with CF. He doesn't have much power compared to most heavy characters, but still a bit more powerful than Pit in terms of KO power.
Camping
Link holds 3 different projectiles and a Shield, and Pit holds one of the best projectiles in the game, and 2 different reflectors.
-Arrows
Probably less threatening than TL's arrows. These are faster arrows with a bit more power. Link can arrow cancel like TL, but can't spam the arrows as fast because of Link's falling speed. He can SH B-air to arrow cancel, though. Link will have much less time to avoid the arrows due to their greater speed.
-Gale Boomerang
Differen't from TL's boomerang, this one has wind properties. It only does damage if thrown at the opponent. At a decent amount of damage, say like 50%, and depending on how close to Link you are when he throws it, and if you get hit by it, it can knock you down on the floor, making it a great set-up for Link's Jab Lock. At longer distances, Link can use 1 arrow to make you bounce on the floor as if you were getting locked, and then approach to attack. The more common outcomes from this is getting hit by an F-smash or Up-B, which are good KO moves for Link.
Be careful not to get pulled towards Link and all. You could probably reflect it and send Link back a bit, though if he stands still, the shield of his will negate the wind effects.
-Bombs
Not much different from TL's bombs, except they have higher killing potential than TL's, and can be hazardous for KOing when you're around 170%+.
If you grab one, you can choose to glide-toss with Pit's long-sliding, glide-toss, whether you need to space or close in.
Note: Link's shield can block some projectiles if Link is standing still, and can block Pit's arrows in this case. If Pit's arrows come in contact with the shield as long as Link is standing still or crouching, the shield will block the arrow, and push Link back just a bit. Link can't do this if he is moving or holding an item, or in his case, bombs.
A Pit can avoid hitting Link's Shield if he aims at Link's feet (if he isn't crouching) or at his head.
Now overall, Pit has the better defense a bit, though it's hard to deal with his own defense at times. So, both characters have to be careful, especially if the other is an expert camper.
Speed
Pit wins this category easily, but that doesn't mean that Link has some fast attacks of his own. N-air and Z-air are probably 2 examples.
General Strategies/Basics
Link can be more difficult especially against one who's good with his Z-air and projectile mix-ups to keep Pit at bay, or at least pressure him. Expect a good link to use his combination of projectiles and Z-airs, and some close-combat. For more on projectiles, go back to the "Camping" section.
Do note that Link's Z-air has 2 hitboxes, not 1 like TL's. The first hit is from touching the clawshot, and another when the clawshot's claw closes at the tip. This makes it harder to act and try to punish it.
Link's jab is capable of performing set-ups using the first 2 hits of it. It can include Jab > Jab > Grab or even Jab > Jab > D-smash if the opponent isn't careful. The set-ups are very hard to react to due to how fast it is, and the many different combinations there are after the jab. It could even be a standard 3-hit jab.
Note: Watch out for possible jab locks. You should be more aware when getting hit by a gale boomerang when you're close to Link when he had thrown it..
Edgeguarding/Gimping (Pit to Link)
Well, this is really fun for Pit since Link's recovery is already poor. Here's what Link has:
-A small Midair jump
Pretty much basic.
-Z-air tether recovery
It's the worst of the tether recoveries since it doesn't reach as far as some of the others, and Link's falling speed doesn't benefit him. Basically, if it fails, he probably is unable to recover.
-A very short-reaching Up-B
Has 5 hit-boxes (when used in the air), and can be mirror shielded easily compared to many other recoveries.
-Falls kinda fast
This obviously hurts Link.
This alone tells you that Link's recovery is below average. You pretty much can knock him out most times with Arrows, Mirror Shield, and edgehogging alone, but let's check it out more.
If Link is far away, try to arrow him and knock off his mid-air jump and push him back.
You can also edgehog him to help out, but it may require timing at times, depending on where Link is and how long his Up-B hitboxes will be. There are 5 hitboxes on his aerial Up-B, so remember that.
You can Mirror Shield Link's Up-B. It is one of the easier recoveries that you can Mirror Shield gimp. When you shield the Up-B, he pretty much lost a stock since his recovery is just well... bad.
Sometimes if Link is recovering from a high elevation, he may try to air dodge to Z-air to the stage ledge if you're going after him. If you predict this and go for grabbing the ledge and Link misses with Z-air, he ain't coming back.
When Link is on the ledge, he can use Z-air to grab the ledge again to try to trick you into doing something. Sometimes after doing a Z-air or 2 while on the ledge, he may try a ledge attack. You can easily shield punish the Link for doing this. Also be aware of Link trying to do an F-air back on the stage, or even doing something with a bomb if he's holding one.
Edgeguarding/Gimping (Link to Pit)
Link has his 3 projectiles that he could use against a recovering Pit, so expect them. Remember you can shoot arrows to push him back a bit while you recover, though you may just cancel out a projectile thrown. Try to manuver around the projectiles the best you can. If Link pursues you, it usually would be with N-air or B-air, maybe F-air, or even Z-air.
When on the ledge, try to watch your step when at high percentages, for a Link may try to get you with D-air. Try to avoid it (if it comes) and punish it quickly if you can predict it. Sometimes, you can expect a Link to jump up and try to drop a bomb on you to try to flush you out of camping. Generally, watch out for a projectile bombardment, and try to get back onto the stage whenever possible, for you may just keep on taking damage.
Stage CPs/Bans
CPs
-Lylat
The tilting stage affects Link's recovery even further, as well as some of his projectiles (while Pit can control his). Use this to your advantage.
-Frigate
The right side of the stage where there is no ledge to grab onto is the key here.
Bans
-Norfair
As much as this is one of Pit's better stages, Link can recover quite well here, mainly because recoveries barely matter here and this means Pit can barely gimp here. The stage is large, too, and in short, Link can last much longer here, and can put his clawshot to much more use since it can grab hold of each of the platforms..
-Pirate Ship
The water allows Link to recover, which keeps him from being gimped easily. Watch out for D-airs when you're in the water.
Synopsis
60:40 Pit's advantage
Pit can gimp Link really easily compared to many, as if Link's poor recovery wasn't bad enough. That's pretty much the big thing on why this is Pit's advantage. He can also CG Link slightly (probably 3 F-throws max) in attempts to get him off stage quickly and into a gimp., which is where Pit wants him.
The only true reason why this matchup isn't any worse for Link is because he has his own projectiles and defenses to use against Pit (Z-air included), which can make it hard for Pit to approach and defend himself at times, not to mention that if Pit isn't able to gimp Link quickly, Link can last a long time with his heavy weight/good DI combination.
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If I am missing some info, or if you want to help improve it, let me know. I also woulda posted this faster if it wasn't for the site being "down" at the time. And try not to bash me too much D=