Dair does set up pretty well for kill moves (just pretend that platform isn't there haha). There are some places you can sneak it in without it being able to be punished...I've found that as long as you don't whiff it in a neutral position or space badly so they can shield grab it, overB afterwards makes it safe. You can tech chase with dair and still have time to chase with overB if they chose a different option.
You can also use it out of shield for a beefy punish.
OverB can set up pretty well for kills too, you just have to maneuver it right.
I still think overB turnaround to bair is a nice finish (although this example is at lower % than where the set up is usually used), and
wavedash cancels can set up for uairs/bairs and tech chase smashes on fast fallers.
Overall IMO he can set up kill moves, but just not easily. He doesn't have a go-to kill set up that stacks the reward part of risk-reward in his favor, so you have to kind of play it safe and take it as it comes (but as I understand, thats how you like to play anyways
).
I haven't had too much luck going offstage either. It seems like Sonic controls the space right in front of the ledge really well (with spring/run off fair), but anything further and he needs to take a risk. Homing is nice, but only if you can get a read on their double jump/upB, and have a really good idea of how the homing actually works. Maybe we can do some stuff like moonwalk -> jump off bair or spindash -> RAR jump off aerials for longer distance, but its scary. We definitely need to save our double jump for getting back to the stage safely.
Nair IMO isn't a good move for fighting against other moves, but you can get in with it faster than other aerials. Just have to make sure that your opponent whiffed something or is expecting to shield. OverB afterwards makes is quite safe, and puts on good shield damage.