I really don't think that using fludd to push yourself toward the stage actually does anything significant. You're better off using it on the opponent to prevent edgegaurds like the others said.
This is a common point between you guys and I agree completely that FLUDD is a great edgeguard tool. Though I have some idea to debate upon.
In regards to the double-jump:
Maybe with good DI on Yoshi's or Battlefield the double jump could be saved and replaced by a wall-jump.
Cape -> FLUDD toward just beneath ledge -> Walljump -> Cape (optional) -> Up-B
or even at mid %s?
Other Stuff
More rational:
-FLUDD past edgeguarder onto other side of the stage or edge?
More farfetched:
-FLUDD across the stage, grabbing the opposite ledge.
-FLUDD to possible cape glide?
Other that that, I'd say that since you can use attack after the duration of the FLUDD, it can be more useful OOS like say... (Warning: Theories ahead!)
FLUDD more downwards toward the stage -> Dair -> Follow-up
Then there's on stage capabilites; however, they are more risky even as theories:
Prevent approach. Can be used in junction with...
SH-FLUDD as evasive maneuver.
SH-FLUDD towards as (possible) mindgame?
Before I let this go, I hope you guys could discuss this.