I use the 1st option the most out of the 3 you mentioned, but I never even thought about the 2nd option. Interesting.
Something I do (Whether it's good or not I can't confirm) is drop from the ledge then double jump REALLY fast into f-air so that his foot hits just above the ledge. This can put an opponent in enough shield stun to pass by them, and if you hit it you can often times lead to another f-air. I catch a lot of people by surprise with this because it's so fast and aggressive. I wouldn't recommend overusing it though, because lots of characters can d-smash on reaction and either kill you or put you in a poor position; further away from the ledge and without a double jump, in free fall. So it can be a bit risky in retrospect.
Something else I tend to do is wait just before my invincibility frames on the ledge end, then put in a get up option. Most players close to the edge will already be charging a d-smash, or airborne for a d-air, in hopes of catching you out of your invincibility. So during that time I usually roll or airdodge onto the stage to avoid it all. If you manage to pull it off your opponent can be in a bad position, suffering from loss of stage control or being off the stage all together. This one can be a bit safer because your not as likely to get punished. That does mean you have to time it right though, or else you'll be taking a spike from Bayonetta's boot. I've done this enough however to learn the timing, so it might take some practice.
I guess one thing to ask yourself is, "what is getting me off-stage"? Is it the opponent's pressure, an over-commitment to a spike, camping near the ledge, etc.? If you have trouble on the ledge in general, you may want to work on stage control a bit to prevent that. Hope my advice didn't sound like utter nonsense.

Either way, I hope you have a fantastic day!