Hope you're well too! I'd be glad to answer whatever you'd like to ask =)
I would do the same plays vs someone who plays non-committal. The advantage of my plays, in my view, is that I am always prepared to counter PS and cover any wild approaches the Marth could do. Moving too close with my plays can still leave me punished by PS of course, but I also believe my tactics can stuff up PS timings more as well. I believe full approaching laser is not efficient for 2 reasons: 1. You do not get the laser out until close to landing, meaning you can be intercepted in your approach easily(and since you must be close, this is easy with many moves). 2. You will absolutely be punished by PS unless it is dash away PS. In place or crouch PS earns a free grab here, and dash away PS can be neutral or a reset if you're not close enough to jab/Ftilt after getting hit which isn't guaranteed. Keep in mind you can't be sure if they get the PS or not, so your followup could be delayed between laser followup vs PS followup. So it is a large gamble that is not in your favor in my perspective.
Your second paragraph is well-founded. It is complicated to play incrementally, and too much extra movement will lead to the very outcome you describe: losing your laser advantage. For this reason I do not recommend using much excess movement between lasers and keeping the gun warm so Marth is respecting it at all times. This is free damage and opens up the very occasional extra movement mixup when you really need it. It of course also opens up aerials more since he will be expecting more lasers, and can even open up you pushing closer to him if he is expecting several lasers before an approach. You getting around jab range from him without him expecting it or throwing out jab is very good for you because now you can cover dash back with aerials and shield poke with the same aerial and otherwise pressure him. Playing around PS and making him whiff that is often good to do before getting to this point, but if you're fairly confident he will go for it(or even 50%), you could laser then immediately attack to hit him post-PS at this range sometimes.
I am unsure if I have been clear enough, but half dash back laser is a good reset if you're ever uncertain and incredibly useful vs Marth.
Some of my corner counters depend on the Marth. 2 important things here: 1. he HAS to care a lot about what you do, 2. look for his habits. I know this can sound obvious but it's very important to remember you don't need to try and cover FH WL if he never does it. Even if Marth does that option in particular, it doesn't matter that much because on some stages you can just space Bair, and on others he has to fear Bair anyway. Anyway, if you over-laser he is more likely to go high, and if you under-laser he is more likely to just swing on you or start moving again. If you Nair you are more susceptible to him going under you, and if you Dair you may lose to aerial OOS more(if you're a bit farther away). If you have him in shield though, you should play just outside of his Fair range because he can't do much at all now. You can even space Bair or even Nair/Dair if you like because he can't do much here. I prefer shooting low anyway to encourage him jumping because roll is free to cover then, FH is not so bad, aerial OOS can't hit me without drift in, WD in will get shot at worst for me, and crouch PS I'm already playing around. Low laser in general I suggest favoring vs Marth.
Anyway I said many things. While perhaps not fully comprehensive, I do think this is useful. What do you think?
I would do the same plays vs someone who plays non-committal. The advantage of my plays, in my view, is that I am always prepared to counter PS and cover any wild approaches the Marth could do. Moving too close with my plays can still leave me punished by PS of course, but I also believe my tactics can stuff up PS timings more as well. I believe full approaching laser is not efficient for 2 reasons: 1. You do not get the laser out until close to landing, meaning you can be intercepted in your approach easily(and since you must be close, this is easy with many moves). 2. You will absolutely be punished by PS unless it is dash away PS. In place or crouch PS earns a free grab here, and dash away PS can be neutral or a reset if you're not close enough to jab/Ftilt after getting hit which isn't guaranteed. Keep in mind you can't be sure if they get the PS or not, so your followup could be delayed between laser followup vs PS followup. So it is a large gamble that is not in your favor in my perspective.
Your second paragraph is well-founded. It is complicated to play incrementally, and too much extra movement will lead to the very outcome you describe: losing your laser advantage. For this reason I do not recommend using much excess movement between lasers and keeping the gun warm so Marth is respecting it at all times. This is free damage and opens up the very occasional extra movement mixup when you really need it. It of course also opens up aerials more since he will be expecting more lasers, and can even open up you pushing closer to him if he is expecting several lasers before an approach. You getting around jab range from him without him expecting it or throwing out jab is very good for you because now you can cover dash back with aerials and shield poke with the same aerial and otherwise pressure him. Playing around PS and making him whiff that is often good to do before getting to this point, but if you're fairly confident he will go for it(or even 50%), you could laser then immediately attack to hit him post-PS at this range sometimes.
I am unsure if I have been clear enough, but half dash back laser is a good reset if you're ever uncertain and incredibly useful vs Marth.
Some of my corner counters depend on the Marth. 2 important things here: 1. he HAS to care a lot about what you do, 2. look for his habits. I know this can sound obvious but it's very important to remember you don't need to try and cover FH WL if he never does it. Even if Marth does that option in particular, it doesn't matter that much because on some stages you can just space Bair, and on others he has to fear Bair anyway. Anyway, if you over-laser he is more likely to go high, and if you under-laser he is more likely to just swing on you or start moving again. If you Nair you are more susceptible to him going under you, and if you Dair you may lose to aerial OOS more(if you're a bit farther away). If you have him in shield though, you should play just outside of his Fair range because he can't do much at all now. You can even space Bair or even Nair/Dair if you like because he can't do much here. I prefer shooting low anyway to encourage him jumping because roll is free to cover then, FH is not so bad, aerial OOS can't hit me without drift in, WD in will get shot at worst for me, and crouch PS I'm already playing around. Low laser in general I suggest favoring vs Marth.
Anyway I said many things. While perhaps not fully comprehensive, I do think this is useful. What do you think?