Not sure what counts as "small," but...
Downtilting other character's tilts or out of a CC, because its range is actually bonkers. Shield stopping. Easy spacing for aerials, through jump oos or shield drops. Pummeling and using lasers (including mid combo, like between waveshines) to unstale moves where shield stun and priority might actually matter. Inputting laser before a tech-situation to land laglessly if hitstun ends before you reach the ground. Using laser's minimal shield stun as a control for timing if they take no damage.
Abusing his phenomenal OoS game say, whenever the opponent enters the air, or using it after mild damage to an opponent's shield. Wavedash out of shield shine (or often grab) and Shield DI ->usmash, grab, shine, whatever, or shield DI away into wd away or buffer roll away to escape.
Never ever spot-dodging unless they actually genuinely think they'll get a hit because the opponent whiffed, as rolling is superior otherwise in almost any situation.
Using illusion as a combo move (not in neutral, lol) or to hit rolls from further away/tech-chase (this is more of a Falco thing).More practical for rolls that travel longer distances. Shine->illusion can be used on ICs/Luigi, beware of the CC.
Upsmashing missed techs (or utilting them, or uairing) more instead of jab-resetting, or even down-smashing, depending on expected DI. Because why even play the "SDI the reset" minigame?
Downsmashing characters not named puff at the ledge, or using it as a go to whiff punish move considering it's 1 frame faster than grab and usmash, hits both sides, has invincibility to on the legs when it comes out (and thus, range), and sends people at bad angles. Throwing it in as a DI mixup for usmash, as well.
Comboing off fthrow on lighter chars. Fthrow dash attack, fthrow nair, fthrow ftilt, etc.
For less tech-heavy Foxes, holding shield when lasering to prevent standing lasers.
For foxes with more finesse, pivot uptilt omg
Using Fox's speed at which he reaches the apex of his jumps and then his fast fall to jump over and opponent during a combo and land on them with a falling nair out of a fullhop or DJ when they're airborne. Given how bad options tend to be out of hitstun in the air, one could easily take their jump if they did it a little slower. Moreover, already falling can potentially mean more time for whatever the next hit of the combo is to connect.
Running shield (not dash, that's shield stopping), or walking shield for shorter ranges. Honestly great for everyone, but with Fox's speed, and how much people are expecting an attack, this does great vs every attempt to wall you out, and may attempts to outspace your approach. The ground you'd lose of you WD back because they didn't do anything to punish OoS is minimal compared to how much you gain from going into a full run.
Shining less when it won't hit. Let's face it, it's a little bit of a movement restriction, and wavedashing forwards if the opponent isn't in lag isn't safe. Also makes chasing rolls or punishing a wd OoS easier off of pressure, which brings me to...
Standing at safe ranges against a shield (behind most chars, or otherwise simply sufficiently far away), and just waiting to react to what they do, or if their shield health goes down a little, put up your own shield after a bit, even if they don't do anything.
Walking. You can cancel it with the all-powerful dash and other movement options at any time, but it's less restrictive than any of them outside of not letting you stop on a dime, and is easier to react to things with, and lets you approach at a more varied tempo. More potential variation in pace of the game.
Outranging or out-prioritizing moves with Fox's ground options. Upsmash can basically beat most aerials in the game from their normal and preferred angles, and if not, trade. Upsmash beats every jab, even if you can't really start it later (relevant vs jab pressure, which you can usmash while ASDIing down, even oos), and most tilts (and several tilts come out later than usmash!), and if the opponent stales their tilt by hitting you trying to wall you out, this is even easier. You can also tilt spam back vs other character's tilts with well, any of Fox's tilts, they all do a decent job. Grab automatically beats non-grab hitboxes if you touch the opponent's hurtbox, and Fox's grab range is fine (not to mention, it doesn't get crouched like some other grabs in this game).
Missed tech and tech-in place off ledge, SDIing resets off ledges, DIing any more horizontally based combo move away and/or down (or moves that knock you downward), and adding different types of vertical SDI on launchers. Because you don't need to make people's time punishing the character they practice punishing the most easier.