Last word (because there won't be much to add afterwards.)
Analysis: All this tech does is make Samus seem less punishable to the opponent by virtually having no landing lag. However, I've had this argument with LP earlier (and he scrubbishly attempted to deny it (sigh, no flaming, right....))
Nearly every character is more vulnerable in the air than on the ground (Jigglypuff and Wario are exceptions to the rule.) Samus is one of those characters. Add onto it her lack of *disjointed moves* and this tech's viability is extremely limited. Landing lag or not, there are still start-up frames to all her moves and any character with higher priority in the air or high ground mobility can punish her aerial movement. Example: Both MK Marth has both of these elements. Hence why it's two of the few of her MUs where she's limited to ground movement and perfect shielding at mid range.
*I'd like to mention how none of you mentioned utilizing z-air with this tech. Old tech is old and one of you should have said such. It's her longest horizontal aerial, disjointed and can be used facing the opponent. I'm disappointed.*
Application: Only viable aerials to cancel ending lag would be b-air and z-air. In other words, her longest ones. From there you can cancel into FH aerials/double MCs or SH aerials/single MC/bombs. Rhyme would use to z-air>SJR>retreating f-air.
Conclusion: It's good in theory, not in practice. Other than z-air spamming, the other clear mistake I see in other Samus gameplay is attempting to follow-up in the air. If you overcommit, you end up reversing the scenario. They hit the ground before you and your slow fall speed puts you into a juggling situation. This can be mitigated by using her naturally good horizontal momentum, throwing out aerials (you can pull out two aerials in one SH (if you start with b-air/n-air/u-air)) since moving horizontally also extends the time she spends in the air. Or use bombs.
Regardless, learn not to overcommit. Again, another thread where the fact that Samus is safer on the ground applies yet again. For follow-ups and execution, SH u-airs or retreating f-airs (since you can FF them if they air dodge and punish landing lag), MCs and general baiting into ground moves are always better than committing to full hops. Samus doesn't have frame traps on her aerials in the air. You can't pull a Falco and b-air->d-air, or D3's f-air->b-air, or MK's double u-air, etc. Just stick to low air and ground movement, learn how to space tilts, jab cancel, land grabs and perfect shield and your brickwall will improve dramatically.
This tech is advocating prolonged movement in the air to utilize it. Unnecessary and only viable at long distances (such as stringing together a falling z-air into a FH double MC. Personal favorite.) Improving her strengths isn't going to improve her metagame as much as hiding and lessening her weaknesses will.
If there's anything left to add, go for it. The significance of this topic has faltered by now.