I have a lot of mixed feelings about Ike. I don't think he's overpowered, balance-wise I think he's in a pretty decent place right now. But playing against him can be frustrating because of all the tools he has. I think QD is a really neat tool, just really cool in a lot of ways, but when it's stuck on a character that has Ganon knockback and Marth disjoint, even when most of those moves require tons of commitment, it's frustrating for a lot of characters that Ike can really just hop off stage, swing a big chunk of metal at them, and fly back to the stage because he's Ike while they are guaranteed to be dead. There seems to be a surprising number of situations in which the recovering character has few or no options to mix up that are sufficient to actually escape a dead-simple guard. Combined with a recovery that's obviously powerful, even a whiffed edgeguard doesn't spell doom for Ike most of the time.
QD, though, is fun, for the most part. My gameplan for dealing with it is just to dashdance in a range that makes Ike uncomfortable - a little too close for him to want to commit to QD, while being a little too far for him to want to commit to a non-QD grounded or aerial approach out of his lackluster DD. In my opinion, that's really good interaction.
However, I think (but I'm not sure) it could be problematic that this uncomfortable range for Ikes isn't actually outside of QD range. Timed properly, an Ike can QD rar JC grab someone standing practically right in front of him. This means that, with enough practice, even that uncomfortable range is never really "too close" for Ike's QD options.
But even though we've seen some obviously high-level players like Metroid and Ally playing Ike, I don't think I've really seen too much abuse of using QD at this range (though I'm probably wrong about that, too). So either it's not useful enough, or nobody's bothered to start using it regularly. I can understand that it might be too much commitment for too little payoff, but it kind of feels like that excuse would invalidate the use of QD at any range, not just that one, since the startup for QD even at short range isn't really enough for someone to react and punish accordingly before the Ike does something, if I'm right. Maybe it's more of a matter of the Ike being able to get the correct option at that kind of range-speed reliably?