Don't be afraid to chase after opponents off stage to assure a death. Remember you have more jumps, a glide, and an incredible up B recovery. F-air and especially B-air provide great knockback that can be used multiple times (wall of pain anyone?)
Gl-air has is also a great recovery approach off stage since its box is disjointed, just be careful against other disjointed hitboxes (Sword/Weapon users) and projectiles. Try to aim yourself above the target since you strike well below yourself.
Pit's air game in general is your best bet to a better pit. Juggling with N-airs, Up-airs, and F-airs. The occasional D-air if they are low enough and of course a sweet spot B-air to kill.
His ground attacks for me I find only support his air based attacks. They don't exactly kill at low % but they do have fair knockback. Follow up with arrows and aerial attacks and you'll be juggling them to their demise.
His shield works similar to Mario's cape upon release. It will make the attacker direct their attacks in the opposite direction, at times allowing a surprise counter attack and even better redirecting a recovery attack away from the stage. At this point Pit receives super armor frames (does not get knocked back but retains all damage aimed on), so if he gets hit from behind it won't be completely bad. After this initial release the shield will still reflect projectiles and defend against most melee attacks. Be careful with attacks with an extendable hitbox i.e. Zero Suit's Foward B since it will go through the shield as well as grabs.
Nifty thing about the shield is that it will defend a close range Din's Fire, even from behind (at a certain distance the aftershock hitbox will hit pit)
Since you are a Kirby user you know Kirby is short, so short his normal standing is low enough to miss straight arrows. Don't forget to aim your arrows.