I honestly have no idea what to do when a) I'm launched in the air and b) when I'm hanging on the ledge. ; u ;
Zelda has incredibly unsafe options in those situations. She pretty much needs to be on the ground to really exceed, but that's a given. But I think we all gotta really learn how to land on the stage and get on there safely, because those are crucial areas where the opponent can easily take the momentum away from you.
Oh man, I'm having these issues myself. I swear I've tried like a bazillion different ways to get up from the edge, doing as little get up attack as possible (cause you KNOW they're sitting there waiting for a shield grab). I'd go as far as to say that it feels more unsafe to get up from the edge than being off-stage. And then you can't really make use of the invincibility frames anymore if you want some time to interpret the situation before making a move. No, you need to be quick to act.
What we can do, however, is figure out how our opponent is choosing to punish us. If they're always sitting at the edge with their shield, then well... we don't get up attack. Course, it's not always as simple as it sounds, especially if your opponent is edgeguarding you in different ways, and from there it's a guessing game.
There are also some underrated get up options, such as simply getting up. From there you can do anything from shielding to rolling away, to down tilting if you think they're gonna move in. Dash attack, grab, jab, etc... there's plenty to choose from. Smashes don't... really feel safe to attempt though.
As for being juggled as Zelda, yeah, I feel like I have a huge target sign on my character's body whenever she's launched in the air. I
hate air dodging in this game with a passion. I usually try to DI away when being launched and try to land
without a laggy aerial as much as possible. But then there's always that 'good' player who will read your DI and punish your landing anyway.
Lack of platforms due to the omega stages can also make landing a pain, since we're all the more predictable with it, and we're limited to nothing but the linear ground.