To further add to you saying that the close recoveries for Falco can be better, Bones0 and Druggedfox made really good points that I had never considered:
https://twitter.com/bones0todeath/status/873155858053648385
https://twitter.com/druggedfox/status/873188650036670466
It's also important to note downard Up-b's to the stage, Fox will be forced to have ground recoil in positions where Falco would not impact the ground and get the ground based recoil.
Ok, so what I mean by far away vertical positions for recovering is this: Recovery scenarios generated by moves with KB deviating in angle +/- minimal amounts from 90 degrees or are innately 90 degrees (e.g. Up airs, Up smashes, Up tilts, etc. These recovery positions are generated more frequent I think depending upon the properties/usefulness of the move in neutral, killing, combo starters/finishers, juggle tools, etc. In other words, against Fox, you will get put in these positions enough where it could be very useful to utilize what I'm proposing.) put Falco in considerably high vertical positions regardless of trajectional influence/hitlag influence to convert vertical positions to horizontal positions (that are still rly high) in order to not die. I'll get a little bit more specific to give you an even better idea of "how far" like you asked. We could say blastzone (vertical maximum) to 10-20 character lengths (Falco/Fox?? I don't know what would be a good unit without actually diagraming it.) downward until you reach a vertical minimum for some of these options to be practical/play a big role when discussing differences between Falco/Fox. The horizontal min/max simply being the entire off stage section that these options can work for Falco in; the higher the better. I personally consider above on stage as "landing/juggling" scenario as I think you do, too, maybe?
When we have this section of positions, I think that, in response to this: "If Falco is pretty much forced to side B or have an easily reactable up-B option, then Fox having side B or a few up-B angles would be better." Your options are not forced to shine-stall, b-moves, air dodge, etc. From what I can tell, these options are forced at much lower positions -- closer to the ledge, platforms, stage in general, vertically.
Instead, you have superior fast fall and normal fall speed maximum velocities, (Fox has better gravity) dair, lasers, (I have experimented with this a lot and will touch upon some things pertaining to it here in a second.) and DJ. The stupid thing about DJ is I don't know how much friction, acceleration, air speed play a role with the greater amount of air time given by DJ in comparison to Fox because not all of the data is actually out there for the community. What do you think?
My thoughts and practice with laser recoveries has yielded some valuable information. When they choose jumping based edgegaurds you can reset their character state via laser, drop their position, "stuff" their jump by interrupting the jump animation in its early displacement, and combo. You can get more lasers off the higher you are and if you have a DJ, obviously.
To go further on that, Mang0 has used DJ lasers from close to the ledge + under the ledge/slight above/etc. I don't think that I've seen you use it from my analysis, but I still have a ton of things to watch from you so maybe you did and I haven't seen it yet. =]
Anyway, to touch upon your comment that I quoted about the forced, long recoveries and the value of having more length/Up-B angle mixups, I definetely agree.
You think so? I've seen a lot of people say that he is broken. -_-
I think that he's an awesome character but I definetely couldn't say what I think he ranks next to the character. I don't know enough about the game to make a solid tier lists like that-- 1by1 ranking system. I think it's a lot easier to rank by groups, at least for me. It's easy to see why low tiers are low tiers, for example. However, the more I learn about Luigi, Pikachu, Yoshi, Samus, Jigglypuff, Icies, Captain Falcon, and a few others -- the more I think they are unfairly judged a lot of the time. I can see why Sheik, Marth, Spacies are in a tier of their own but some of the aformentioned high/mid tiers seem rly good. I guess that I don't have high level insight, but I see a lot of great high level/top level insight that counter preconceived notions about the tier lists.
You had a really cool comment @ Reunion about self fulfilling prophecy and its effect on character usage, for example. Not gonna go find it tho lol