Some bullets perhaps?
-Dins Fire Pit's Glide and WoI. It can really put pressure on his recovery and make him extra cautious.
-Pit's Fsmash is a great move. The second hit can however be DIed out of, to save some kill attempts.
-Learn to powersheild in this matchup. Reflecting arrows is a big nuisance because of Pit's ability to charge arrows and the speed/curviture of them.
-Fsmash and Ftilt slightly outrange Pit. Even though Zelda will be approaching in this matchup, take advantage of these spacing moves.
-Multiple Usmashes are possible at low percentages, as Pit has poor vertical gain on his jumps.
-Pit is going to try really hard to get you into the air. Dtilt and Utilt are two good moves that can get you into the air (althought you shouldnt be in range for utilt anyway, watch for it OoS), and once you're there be prepared to eat some Uairs and Nairs. Try to get to the ground as soon as you can, and it's not a good idea to try to and counter with dair.
-One weird thing is that Zelda's recovery can actually be reflected by Pit's sheild during its startup. And with 30 frames of startup, thats a lot of oppurtunity. Just something to keep in mind.
-Offstage, I highly suggest switching up your fall speeds between normal and FF. This goes for when the Pit is arrow spamming from onstage. This can make it difficult for Pit to aim his arrows. You can also NL only if you know if you will not get punished for it.
-Stay away from the ledge when Pit is on it. He is an above average planker, and the correct hitbox on uair can get you offstage for him to start edgeguarding you.
Thats all I got for now, I hope it helps. This is actually one matchup where I feel I have a very good grasp on because I play a very good Pit a lot.