I've played some good TL's and I don't think this matchup is anything scary.
Both characters can edgeguard the other well (though TL's are more afraid to go for the spike)
TL's projectiles, I find, aren't that big of an issue. Bombs are the most annoying of the three - just learn the arrows' limitations and you'll be golden. The arrows and boomerang move so slowly that powershielding them should be pretty easy.
Bombs, once again, are annoying, but need pulling out. Plus, you can take advantage of the fact that he can only throw in the 4 cardinal directions if you play your cards right. If you can catch the bombs, you're a happy camper. Only, you won't be camping because the bombs are very useful tools for pressuring. Makes me wish kirby had them all the time. Oh well. Remeber that the timer of TL's bombs is pretty generous, so you'll always have time to do something.
Kirby's short so TL's Zair won't be a huge deal. As far as his kill moves go, he's got usmash and uair. Be wary of both and watch your airdodges. Bomb -> fair is nasty, too, but easier to see coming.
TL's fsmash is trash. Dsmash is ok (and sometimes does really weird things) but doesn't kill until later.
Try to never get caught below the stage. TL's bombs, bair and dair will spike/stage spike the slow-moving (vertically) kirby. It's not certain death, but it's a bad place to be.
Good news, though - if his monster double jump doesn't get him back, he's done for. Our dair > spin attack, every time. A lot of TL's like using bombs while coming back; don't worry about those, even if you get hit you'll still be in a favorable position to edgeguard. You can also intercept his double jump sometimes with a bair stagespike or dair (just run off the stage - don't jump off; it's a lot easier to catch them off guard this way). Also, stone beats his upB, too, if you feel like being flashy.
TL's don't use ftilt or dtilt too much, and if I recall correctly neither are amazing.
OUR ftilt makes a great poke and sets up for edgeguards at higher percents. Bair works well, as usual.
Fsmash is the main killer here if you don't get a gimp/edgeguard. Punish dairs with it (spotdoge>fsmash) at higher percents. Uh... usmash works. Dtilt -> running usmash is fun sometimes but not guarenteed.
He's pretty good for getting with fthrow combos from 0. Even if he breaks out he'll be doing so with his double jump in which case you should persue his scrawny behind and try to land some bairs so that he's jumpless and off the stage.
He's got a nasty sheildgrab and ok throws. Nothing is guarenteed vs.kirby but they can land utils or bairs from som throws at low #s and his bthrow sends kirby at a semi-dangerous angle IIRC.
Try and grab release him at the edge then running off with a Bair for a potential stage spike. Works ok on TL. Doesn't always work but is pretty safe, so long as you get up right away if it doesn't connect.
Finally, I guess, our jab flurry spaces him decently. heh.
60-40 kirby? or 55-45.
Hope that helps.