ShroudedOne, I finally got around to that critique although I noticed different things the second time I watched it. It's like 3 weeks old so I dunno if this will help but here it is anyway:
First thing is a MU specific thing: I don't like how you float against Falcon for extended periods because I feel it leaves you open. I think against Falcon, you want to be grounded so you can crouch into down smash, dash attack through his stuff, move more quickly (because position is so important against him), and block. Jumping & floating around a lot seems to beg him for an aerial exchange, which I think generally favours him because range, speed, & knee are an effective mix. Aerials aren't bad by any means, but I think your positioning should generally be done from the ground (and then you transition into aerials and kind of pop up with them and trade with a nair or beat it 'cuz you stuff it or get under it; but if you float, you're too slow & limited to really do any of that).
More general stuff from here on out. Your edgeguarding needs to be more efficient. Against most characters you can just combo soft aerial > strong aerial at high-medium percents, or strong aerial > strong aerial at low percents. If they go low, get back onstage and prepare to aerial more (or take the edge if it's Sheik or something). Turnips are good, but they're mostly useful for stopping certain options & killing horizontal momentum when they're too far; you're using them where you should be doing aerials (aerials >> turnips in KB).
You pull turnips at inopportune times during edgeguards. See my post to Wake for more information.
You don't seem to really understand when the time to combo is, or what to combo with. Up smash, strong uair, and stuff after like 80%+ is not good. I generally stop my "launch" combos with Peach's strong moves around like 70% because they have too much KB to ensure a follow; if you want to combo at those medium-high percents (70%+) you need to either do jank, horizontal stuff with weak aerials, or accept that it's gonna be a two-step and that your goal should be to put the opponent off the level so you can edgeguard and go from there.
Your move accuracy in general is really low. You don't need to throw out so many moves; you can just wait, move around, and try to look for a good position sometimes. There's a lot of stuff available by NOT doing moves constantly. It also gives the opponent more to think about because the options & vulnerabilities change profoundly when you're not committed. Obviously you have to defend your zones sometimes, but finding out when you can get away with not doing that because you can look for positional advantage or whatever can be really useful.
You jab in combos where jab is not needed to create a follow (sometimes). Jab should not generally be used in combos except in resets and when you can't link anything else. You risk dropping the combo by jabbing; if you can just down smash or whatever then do so. It's guaranteed damage. Sometimes jab will lead to a bullcrap grab that you wouldn't get otherwise (which can be worth a lot more than down smash on occasion) but that takes some situation-recognition and conditioning; the way you're currently doing it does not meet that criteria.
I think you need to throw them off the level more when they're shielding near the edge, rather than jabbing their shield. Either that or just do more aerials so you can cover the roll if they try it. Whichever. You have a tendency of jabbing their shield when you're deep inside their shield. If you're that far in, you might as well down smash or grab (depending on how low your FC was, or how convinced you are they'll hold block). Jab is only safe if it's spaced.
Against this guy specifically, you could parasol-stall more when you're on the edge. He stands really close to the edge; if they do that just up+B stall, hit him away, and then get up from there in some way. The way you're currently doing it involves you ledgehopping into his arms a lot, which is bad.