When you're airborne as Tink, as your opponent is nowhere near you after you've been sent away, pull a bomb (after you momentum cancel, if that seems necessary). You'll still have boomerang and z-air to help you get back. Or, if you're confident with your bomb handling, you can throw them and catch them again with an aerial.
You always seemed to ledge stall with bomb pulls whenever you felt there was no other safer way of getting onto the stage. Just think about a way of getting onstage you haven't used before in the match, and use it as SOON AS POSSIBLE. Have the idea on your mind before you even grab the ledge, and confide in it. If it is an offensive decision, it usually doesn't hurt to regrab the ledge with tether once or twice to throw off your opponent's guess. But don't make it a habit. If it's defensive, try to bait your opponent closer than the usual distance an edgeguarding player stands away from the ledge. This requires a lot more patience and situational awareness than following an offensive instinct. If they go offstage after you, and you roll onto the stage, you now have the upper hand if they don't make it back onstage before you do.
One of the things you don't want to do is dodge so predictably while your onstage. Once that gets baited, it can lead to some harsh punishments. If the opponent is too close for comfort, retreating out of shield n-air is usually the best idea. Fastfall once it ends to get your shield up ASAP if you think you'll need it, or jump to pull a bomb if you don't think so. I also noticed that you like to use u-tilt after sidesteps. I would say n-air is probably the safest option following a dodge. U-tilt can be... risky. It's good for setting up aerial chases (or killing if you keep it fresh), but it does leave you open if it doesn't hit anything. If it misses, or hits a shield, go for an n-air if your opponent is either charging at you or sitting close in their shield. Be wary of spacing, though. If you're playing against Ike, you might have to do an approaching n-air to hit him if he goes for a short hopped f-air. If he shields it, DI behind him and airdodge to avoid an obvious grab/jab and get behind him at the same time.
Also, you may want to work on your short hop double arrow. Your ability to perform it, for the most part, seemed really inconsistent. Go into training mode and get the timing down. Also, know when it's best to use it at all. You let me get too close while you were still trying to camp, and not once did I see you z-air once I got close enough for that. It's quite good, and gives your opponent something more to work against. It can also give you kill/tech chase setups at higher percentages. Try using it more in general.